{
  "scope": "Alle Zuordnungen aus Datasheets_leader geprüft. Erlaubte Zuordnungen stammen aus der gelieferten Datenbank, nicht aus einer unabhängigen Prüfung sämtlicher Publikationen. Einfache Kampfboni werden erkannt; weitere Bedingungen und Freitextfähigkeiten bleiben ausdrücklich markiert.",
  "summary": {
    "sourceLinks": 1258,
    "validatedLinks": 1258,
    "missingLinks": 0,
    "characters": 372,
    "factions": 23,
    "linksWithRecognizedEffects": 211,
    "recognizedAbilityContexts": 81,
    "manualAbilityContexts": 1279,
    "leadersRequiringProfileMapping": 12
  },
  "missing": [],
  "pairs": [
    {
      "leaderId": "000000584",
      "leader": "Warlock Conclave",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000000589",
      "bodyguard": "Guardian Defenders",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warlock Conclave",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warlock Conclave",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Warlock Conclave",
          "name": "Protect (Psychic)",
          "status": "not-applicable",
          "text": "While a Farseer model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll."
        },
        {
          "source": "Warlock Conclave",
          "name": "Psychic Communion (Psychic)",
          "status": "manual",
          "text": "Each time this unit is selected to shoot, for each Warlock model in this unit, until the end of the phase, add 1 to the Attacks and Strength characteristics of that model's Destructor weapon for each other friendly Aeldari Psyker model within 6\" of that model (to a maximum of +2)."
        }
      ]
    },
    {
      "leaderId": "000002518",
      "leader": "Blade Champion",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000001450",
      "bodyguard": "Custodian Wardens",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blade Champion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Blade Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blade Champion",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Blade Champion",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Blade Champion",
          "name": "Swift Onslaught",
          "status": "manual",
          "text": "This unit can: Re-roll advance rolls. Re-roll charge rolls."
        },
        {
          "source": "Blade Champion",
          "name": "Sword of the Throne",
          "status": "manual",
          "text": "At the start of the first battle round, select one enemy unit to be this model's mark : This model's attacks that target this model's mark have +1 to wound rolls. Each time this model's mark is destroyed, select one enemy unit to be this model's mark ."
        }
      ]
    },
    {
      "leaderId": "000004069",
      "leader": "Sorcerer On Disc Of Tzeentch",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004044",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "IGNORES COVER"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000004069",
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Altered Reality (Psychic)",
          "status": "manual",
          "text": "Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6."
        }
      ]
    },
    {
      "leaderId": "000004068",
      "leader": "Sorcerer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004064",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer",
          "name": "Prescience (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Sorcerer",
          "name": "Gift of Chaos (Psychic)",
          "status": "manual",
          "text": "Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000004227",
      "leader": "Bannernob",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bannernob",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bannernob",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Bannernob",
          "name": "Waaagh! Banner",
          "status": "manual",
          "text": "This unit has +1 to charge rolls."
        }
      ]
    },
    {
      "leaderId": "000000151",
      "leader": "Commander Dante",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002776",
      "bodyguard": "Assault Intercessors With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander Dante",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander Dante",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander Dante",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Commander Dante",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Commander Dante",
          "name": "Death Mask of Sanguinius",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        },
        {
          "source": "Commander Dante",
          "name": "Warden of the Imperium Nihilus",
          "status": "manual",
          "text": "The assault doctrine and tactical doctrine are active for this unit in addition to any other combat doctrine."
        }
      ]
    },
    {
      "leaderId": "000000846",
      "leader": "Cybernetica Datasmith",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000845",
      "bodyguard": "Kastelan Robots",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cybernetica Datasmith",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cybernetica Datasmith",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Cybernetica Datasmith",
          "name": "Battle Protocols",
          "status": "manual",
          "text": "At the start of the battle, if this model is leading a KASTELAN ROBOTS unit, that unit enters Aegis Protocols (see below). In your Command phase, if this model is leading a KASTELAN ROBOTS unit, you can select one protocol from those listed below for that unit to enter. Once a unit enters a protocol, it remains in that protocol until it enters a different one. Protector Protocol: Add 2 to the Attacks characteristic of ranged weapons equipped by KASTELAN ROBOT models in that unit. Conqueror Protocol: Add 2 to the Attacks characteristic of melee weapons equipped by KASTELAN ROBOT models in that unit. Aegis Protocol: Add 1 to the Toughness characteristic of KASTELAN ROBOT models in that unit."
        },
        {
          "source": "Cybernetica Datasmith",
          "name": "Data-severed",
          "status": "manual",
          "text": "If there are no KASTELAN ROBOT models in this unit: This unit loses VEHICLE . This unit has INFANTRY ."
        },
        {
          "source": "Kastelan Robots",
          "name": "Robotic Bodyguard",
          "status": "manual",
          "text": "While a Cybernetica Datasmith model is leading this unit, that model has the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004173",
      "leader": "Inquisitor Ostromandeus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this unit is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Ward Against the Malefic Arts",
          "status": "manual",
          "text": "While this unit is leading a unit, each time a Psychic Attack targets that unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-cast Proclamations (Aura)",
          "status": "manual",
          "text": "Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12\" of this unit's Inquisitor Ostromandeus model, increase the cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-skull",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one enemy unit (excluding MONSTERS and VEHICLES ) within 12\" of the bearer. That unit must take a Battle-shock test; if that test is failed, until the end of your next turn, that unit cannot have the Benefit of Cover. Designer's Note: Place a vox-skull token next to the unit, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000001553",
      "leader": "Ministorum Priest",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001553",
          "source": "Ministorum Priest",
          "name": "Righteous Smiting"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Ministorum Priest",
          "name": "Righteous Smiting",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Mission",
          "status": "manual",
          "text": "If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6\" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability."
        }
      ]
    },
    {
      "leaderId": "000001553",
      "leader": "Ministorum Priest",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000896",
      "bodyguard": "Arco-flagellants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001553",
          "source": "Ministorum Priest",
          "name": "Righteous Smiting"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Ministorum Priest",
          "name": "Righteous Smiting",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Mission",
          "status": "manual",
          "text": "If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6\" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability."
        }
      ]
    },
    {
      "leaderId": "000001126",
      "leader": "Exalted Flamer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001125",
      "bodyguard": "Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Exalted Flamer",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Exalted Flamer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Flamer",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Exalted Flamer",
          "name": "Blazing Warpfire (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability.",
          "leading": true
        },
        {
          "source": "Exalted Flamer",
          "name": "Flames of Change (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy unit (excluding MONSTERS and VEHICLES ) hit by one or more of those attacks, and roll one D6. On a 4+, until the end of your opponent's next turn, that enemy unit is aflame. While a unit is aflame, subtract 2\" from its Move characteristic and subtract 2 from Advance and Charge rolls made for it."
        },
        {
          "source": "Exalted Flamer",
          "name": "MANIFESTATION OF DESTRUCTION",
          "status": "manual",
          "text": "This model cannot be your Warlord and cannot be given Enhancements."
        }
      ]
    },
    {
      "leaderId": "000000630",
      "leader": "Irillyth",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000615",
      "bodyguard": "Shadow Spectres",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000000630",
          "source": "Irillyth",
          "name": "Reaper of Souls"
        }
      ],
      "coverage": [
        {
          "source": "Irillyth",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Irillyth",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Irillyth",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Irillyth",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Irillyth",
          "name": "Reaper of Souls",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Irillyth",
          "name": "Shadow of Death (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, each time that unit takes a Battle-shock or Leadership test, subtract 1 from that test."
        }
      ]
    },
    {
      "leaderId": "000003715",
      "leader": "Benefictus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003716",
      "bodyguard": "Acolyte Hybrids With Hand Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000003715",
          "source": "Benefictus",
          "name": "Bio-horror Disruption (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Benefictus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Benefictus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Benefictus",
          "name": "Bio-horror Disruption (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Benefictus",
          "name": "Psionic Shield (Psychic)",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000003715",
      "leader": "Benefictus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000511",
      "bodyguard": "Acolyte Hybrids With Autopistols",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000003715",
          "source": "Benefictus",
          "name": "Bio-horror Disruption (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Benefictus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Benefictus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Benefictus",
          "name": "Bio-horror Disruption (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Benefictus",
          "name": "Psionic Shield (Psychic)",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000003715",
      "leader": "Benefictus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000512",
      "bodyguard": "Neophyte Hybrids",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000003715",
          "source": "Benefictus",
          "name": "Bio-horror Disruption (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Benefictus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Benefictus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Benefictus",
          "name": "Bio-horror Disruption (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Benefictus",
          "name": "Psionic Shield (Psychic)",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000003715",
      "leader": "Benefictus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000513",
      "bodyguard": "Hybrid Metamorphs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000003715",
          "source": "Benefictus",
          "name": "Bio-horror Disruption (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Benefictus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Benefictus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Benefictus",
          "name": "Bio-horror Disruption (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Benefictus",
          "name": "Psionic Shield (Psychic)",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000004136",
      "leader": "Crusade Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Crusade Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Crusade Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Crusade Ancient",
          "name": "Martial Honour (Once per battle, per unit)",
          "status": "manual",
          "text": "If this unit's melee attacks destroyed an enemy unit this phase, you can use this ability. If you do, until the end of the battle, this model has +5 OC ."
        },
        {
          "source": "Crusade Ancient",
          "name": "Vengeful Exhortation",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000002375",
      "leader": "Quartermaster Cadre Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Medicae Medi-packs",
          "status": "manual",
          "text": "Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Mindlock",
          "status": "manual",
          "text": "While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit's Medical scalpels by 1."
        }
      ]
    },
    {
      "leaderId": "000000010",
      "leader": "Boss Zagstruk",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000027",
      "bodyguard": "Stormboyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Boss Zagstruk",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Boss Zagstruk",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Boss Zagstruk",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Boss Zagstruk",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Boss Zagstruk",
          "name": "Drill Boss",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        },
        {
          "source": "Boss Zagstruk",
          "name": "Plummeting Descent",
          "status": "manual",
          "text": "If this unit made an ingress move this turn, this unit can re-roll charge rolls."
        }
      ]
    },
    {
      "leaderId": "000003845",
      "leader": "Dark Commune",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003849",
      "bodyguard": "Cultist Mob",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000004136",
      "leader": "Crusade Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Crusade Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Crusade Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Crusade Ancient",
          "name": "Martial Honour (Once per battle, per unit)",
          "status": "manual",
          "text": "If this unit's melee attacks destroyed an enemy unit this phase, you can use this ability. If you do, until the end of the battle, this model has +5 OC ."
        },
        {
          "source": "Crusade Ancient",
          "name": "Vengeful Exhortation",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000004161",
      "leader": "Troupe Master",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000004164",
      "bodyguard": "Troupe",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Troupe Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Troupe Master",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Troupe Master",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Troupe Master",
          "name": "Choreographer of War",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6\" instead of up to 3\". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.",
          "leading": true
        },
        {
          "source": "Troupe Master",
          "name": "Cegorach’s Favour",
          "status": "manual",
          "text": "Each time this model makes a melee attack, you can re-roll a Hit roll of 1 and add 1 to the Wound roll."
        },
        {
          "source": "Troupe Master",
          "name": "TRAVELLING PLAYERS",
          "status": "manual",
          "text": "Unless otherwise stated, you cannot include more than one of this model in your army."
        },
        {
          "source": "Troupe Master",
          "name": "Flip Belt",
          "status": "manual",
          "text": "Each time the bearer's unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move."
        }
      ]
    },
    {
      "leaderId": "000002535",
      "leader": "Shadowseer",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000002536",
      "bodyguard": "Troupe",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shadowseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shadowseer",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Shadowseer",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Shadowseer",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Shadowseer",
          "name": "Fog of Dreams (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18\".",
          "leading": true
        },
        {
          "source": "Shadowseer",
          "name": "Treacherous Illusion (Psychic)",
          "status": "manual",
          "text": "Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model's unit."
        },
        {
          "source": "Shadowseer",
          "name": "Flip Belt",
          "status": "manual",
          "text": "Each time the bearer's unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move."
        },
        {
          "source": "Shadowseer",
          "name": "TRAVELLING PLAYERS",
          "status": "manual",
          "text": "Unless otherwise stated, you cannot include more than one of this model in your army."
        }
      ]
    },
    {
      "leaderId": "000002542",
      "leader": "Yvraine",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000589",
      "bodyguard": "Guardian Defenders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Yvraine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Yvraine",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Yvraine",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Yvraine",
          "name": "Word of the Phoenix (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining.",
          "leading": true
        },
        {
          "source": "Yvraine",
          "name": "Herald of Ynnead",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1."
        },
        {
          "source": "Yvraine",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes YVRAINE , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE ."
        }
      ]
    },
    {
      "leaderId": "000000140",
      "leader": "Techmarine",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Techmarine",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative."
        },
        {
          "source": "Techmarine",
          "name": "Blessings of the Omnissiah",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000002542",
      "leader": "Yvraine",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000590",
      "bodyguard": "Storm Guardians",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Yvraine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Yvraine",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Yvraine",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Yvraine",
          "name": "Word of the Phoenix (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining.",
          "leading": true
        },
        {
          "source": "Yvraine",
          "name": "Herald of Ynnead",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1."
        },
        {
          "source": "Yvraine",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes YVRAINE , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE ."
        }
      ]
    },
    {
      "leaderId": "000002542",
      "leader": "Yvraine",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000003918",
      "bodyguard": "Ynnari Incubi",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Yvraine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Yvraine",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Yvraine",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Yvraine",
          "name": "Word of the Phoenix (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining.",
          "leading": true
        },
        {
          "source": "Yvraine",
          "name": "Herald of Ynnead",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1."
        },
        {
          "source": "Yvraine",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes YVRAINE , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE ."
        }
      ]
    },
    {
      "leaderId": "000002542",
      "leader": "Yvraine",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000003917",
      "bodyguard": "Ynnari Wyches",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Yvraine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Yvraine",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Yvraine",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Yvraine",
          "name": "Word of the Phoenix (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining.",
          "leading": true
        },
        {
          "source": "Yvraine",
          "name": "Herald of Ynnead",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1."
        },
        {
          "source": "Yvraine",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes YVRAINE , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE ."
        }
      ]
    },
    {
      "leaderId": "000002542",
      "leader": "Yvraine",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000003916",
      "bodyguard": "Ynnari Kabalite Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Yvraine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Yvraine",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Yvraine",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Yvraine",
          "name": "Word of the Phoenix (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining.",
          "leading": true
        },
        {
          "source": "Yvraine",
          "name": "Herald of Ynnead",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1."
        },
        {
          "source": "Yvraine",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes YVRAINE , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE ."
        }
      ]
    },
    {
      "leaderId": "000002543",
      "leader": "The Visarch",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000003916",
      "bodyguard": "Ynnari Kabalite Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this unit to one of the above units, even if Yvraine 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.",
      "effects": [],
      "coverage": [
        {
          "source": "The Visarch",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "The Visarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "The Visarch",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "The Visarch",
          "name": "Way of the Blade",
          "status": "manual",
          "text": "While this model is leadings unit, models in that unit have the Fights First ability."
        },
        {
          "source": "The Visarch",
          "name": "Yvraine’s Champion",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        },
        {
          "source": "The Visarch",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes THE VISARCH , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH ."
        }
      ]
    },
    {
      "leaderId": "000002543",
      "leader": "The Visarch",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000000590",
      "bodyguard": "Storm Guardians",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this unit to one of the above units, even if Yvraine 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.",
      "effects": [],
      "coverage": [
        {
          "source": "The Visarch",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "The Visarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "The Visarch",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "The Visarch",
          "name": "Way of the Blade",
          "status": "manual",
          "text": "While this model is leadings unit, models in that unit have the Fights First ability."
        },
        {
          "source": "The Visarch",
          "name": "Yvraine’s Champion",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        },
        {
          "source": "The Visarch",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes THE VISARCH , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH ."
        }
      ]
    },
    {
      "leaderId": "000002543",
      "leader": "The Visarch",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000003917",
      "bodyguard": "Ynnari Wyches",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this unit to one of the above units, even if Yvraine 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.",
      "effects": [],
      "coverage": [
        {
          "source": "The Visarch",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "The Visarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "The Visarch",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "The Visarch",
          "name": "Way of the Blade",
          "status": "manual",
          "text": "While this model is leadings unit, models in that unit have the Fights First ability."
        },
        {
          "source": "The Visarch",
          "name": "Yvraine’s Champion",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        },
        {
          "source": "The Visarch",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes THE VISARCH , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH ."
        }
      ]
    },
    {
      "leaderId": "000002543",
      "leader": "The Visarch",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000000589",
      "bodyguard": "Guardian Defenders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this unit to one of the above units, even if Yvraine 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.",
      "effects": [],
      "coverage": [
        {
          "source": "The Visarch",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "The Visarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "The Visarch",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "The Visarch",
          "name": "Way of the Blade",
          "status": "manual",
          "text": "While this model is leadings unit, models in that unit have the Fights First ability."
        },
        {
          "source": "The Visarch",
          "name": "Yvraine’s Champion",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        },
        {
          "source": "The Visarch",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes THE VISARCH , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH ."
        }
      ]
    },
    {
      "leaderId": "000002543",
      "leader": "The Visarch",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000002532",
      "bodyguard": "Corsair Voidscarred",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this unit to one of the above units, even if Yvraine 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.",
      "effects": [],
      "coverage": [
        {
          "source": "The Visarch",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "The Visarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "The Visarch",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "The Visarch",
          "name": "Way of the Blade",
          "status": "manual",
          "text": "While this model is leadings unit, models in that unit have the Fights First ability."
        },
        {
          "source": "The Visarch",
          "name": "Yvraine’s Champion",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        },
        {
          "source": "The Visarch",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes THE VISARCH , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH ."
        }
      ]
    },
    {
      "leaderId": "000004135",
      "leader": "Execrator",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Execrator",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Execrator",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Execrator",
          "name": "Remorseless Persecution",
          "status": "manual",
          "text": "In your Movement phase, when this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge."
        },
        {
          "source": "Execrator",
          "name": "Condemnatory Annihilation",
          "status": "manual",
          "text": "After this unit has fought, if this unit destroyed an enemy model this phase, each enemy unit engaged with this unit makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000001370",
      "leader": "Tallyman",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same leader to the same unit).",
      "effects": [
        {
          "kind": "ignoreHitPenalty",
          "value": true,
          "scope": "unit",
          "sourceId": "000001370",
          "source": "Tallyman",
          "name": "Malicious Calculations"
        }
      ],
      "coverage": [
        {
          "source": "Tallyman",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tallyman",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Tallyman",
          "name": "Malicious Calculations",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can ignore any or all modifiers to that attack's Ballistic Skill or Weapon Skill characteristics and/or any or all modifiers to the Hit roll.",
          "leading": true
        },
        {
          "source": "Tallyman",
          "name": "Sevenfold Chant",
          "status": "manual",
          "text": "In your Command phase, if this model is on the battlefield, roll 2D6: on a 7+, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000004198",
      "leader": "Prince Yriel",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000004169",
      "bodyguard": "Corsair Voidscarred",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004198",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        },
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000004198",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        }
      ],
      "coverage": [
        {
          "source": "Prince Yriel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Prince Yriel",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Prince Yriel",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Prince Yriel",
          "name": "Piratical Hero",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Prince Yriel",
          "name": "Prince of Corsairs",
          "status": "manual",
          "text": "After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000003845",
      "leader": "Dark Commune",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003851",
      "bodyguard": "Accursed Cultists",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000001466",
      "leader": "Horticulous Slimux",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001337",
      "bodyguard": "Pox Riders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Horticulous Slimux",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Horticulous Slimux",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Horticulous Slimux",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Horticulous Slimux",
          "name": "Beast Handler",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll charge rolls made for that unit. In addition, once per battle, you can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase.",
          "leading": true
        },
        {
          "source": "Horticulous Slimux",
          "name": "Seed the Garden of Nurgle",
          "status": "manual",
          "text": "At the end of your Movement phase, if this model is within one Area Terrain feature, until the end of the battle, that AREA TERRAIN feature is considered to be within your army's Shadow of Chaos."
        }
      ]
    },
    {
      "leaderId": "000003702",
      "leader": "Kroot Trail Shaper",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000002588",
      "bodyguard": "Kroot Farstalkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kroot Trail Shaper",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Trail Finding",
          "status": "manual",
          "text": "In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to D6”."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Kroot Ambush",
          "status": "manual",
          "text": "After both players have deployed their armies, you can redeploy this model's unit and one other friendly Kroot unit. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000004190",
      "leader": "Masters of the Maelstrom",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Masters of the Maelstrom",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Choice Samples",
          "status": "manual",
          "text": "While this unit's Garreon the Corpsemaster is on the battlefield, in your Command phase, select one of the following: you can return 1 destroyed model (excluding CHARACTER models) to this unit, or, if one or more Heretic Astartes Infantry units from your army are below Starting Strength and within 3\" of this unit, you gain 1CP."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Fleet Command",
          "status": "manual",
          "text": "After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield) select up to three HERETIC ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Plunder",
          "status": "manual",
          "text": "Once per battle, after this unit ends a Normal move, you can select one visible enemy unit within 12\" of it and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000003871",
      "leader": "Watch Master",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Watch Master",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Knowledge",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge ."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000003872",
      "leader": "Watch Captain Artemis",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed , unengaged with 3 wounds remaining."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000004129",
      "leader": "Wolf Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004131",
      "bodyguard": "Wolf Guard Headtakers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Priest",
          "name": "Healing Balms",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        },
        {
          "source": "Wolf Priest",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000000460",
      "leader": "Hive Tyrant",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000471",
      "bodyguard": "Tyrant Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Hive Tyrant",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Hive Tyrant",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hive Tyrant",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Hive Tyrant",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Hive Tyrant",
          "name": "Will of the Hive Mind",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when a friendly TYRANIDS unit within 12\" of that model is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Hive Tyrant",
          "name": "Onslaught (Aura, Psychic)",
          "status": "manual",
          "text": "While a friendly TYRANIDS unit is within 6\" of this model, ranged weapons equipped by models in that unit have the [ASSAULT] and [LETHAL HITS] abilities."
        },
        {
          "source": "Tyrant Guard",
          "name": "Guardian Organism",
          "status": "manual",
          "text": "While a Character model is leading this unit, that CHARACTER has the Feel No Pain 5+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000461",
      "leader": "The Swarmlord",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000471",
      "bodyguard": "Tyrant Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "The Swarmlord",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "The Swarmlord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "The Swarmlord",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "The Swarmlord",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "The Swarmlord",
          "name": "Hive Commander",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "The Swarmlord",
          "name": "Malign Presence (Aura)",
          "status": "manual",
          "text": "If this model is your WARLORD , each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12\" of this model, increase the cost of that use of that Stratagem by 1CP. Designer's Note: This ability takes precedence over the Lord of Deceit ability presented in the Balance Dataslate June 2024."
        },
        {
          "source": "The Swarmlord",
          "name": "Domination of the Hive Mind (Aura)",
          "status": "manual",
          "text": "While a friendly TYRANIDS unit is within 9\" of this model, that unit is within your army's Synapse Range."
        },
        {
          "source": "Tyrant Guard",
          "name": "Guardian Organism",
          "status": "manual",
          "text": "While a Character model is leading this unit, that CHARACTER has the Feel No Pain 5+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000462",
      "leader": "Old One Eye",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000490",
      "bodyguard": "Carnifexes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000000462",
          "source": "Old One Eye",
          "name": "Alpha Leader"
        }
      ],
      "coverage": [
        {
          "source": "Old One Eye",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Old One Eye",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Old One Eye",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Old One Eye",
          "name": "Alpha Leader",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Old One Eye",
          "name": "Unstoppable Monster",
          "status": "manual",
          "text": "At the start of each player's Command phase, this model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000000463",
      "leader": "Broodlord",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000467",
      "bodyguard": "Genestealers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "DEVASTATING WOUNDS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000000463",
          "source": "Broodlord",
          "name": "Vicious Insight"
        }
      ],
      "coverage": [
        {
          "source": "Broodlord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Broodlord",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Broodlord",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Broodlord",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Broodlord",
          "name": "Vicious Insight",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.",
          "leading": true
        },
        {
          "source": "Broodlord",
          "name": "Hypnotic Gaze (Psychic)",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000000507",
      "leader": "Patriarch",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000515",
      "bodyguard": "Purestrain Genestealers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "DEVASTATING WOUNDS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000000507",
          "source": "Patriarch",
          "name": "Might From Beyond"
        }
      ],
      "coverage": [
        {
          "source": "Patriarch",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Patriarch",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Patriarch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Patriarch",
          "name": "Might From Beyond",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.",
          "leading": true
        },
        {
          "source": "Patriarch",
          "name": "Cosmic Horror (Psychic)",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy unit within 6\" of this model must take a Battle-shock test."
        },
        {
          "source": "Patriarch",
          "name": "Psychic Familiar",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6\" to the range of its Cosmic Horror ability. Designer's Note: Place a Psychic Familiar token next to the model, removing it once this ability has been used."
        },
        {
          "source": "Patriarch",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "You cannot include more than one PATRIARCH model in your army. If this model is in your army, it must be your Warlord."
        }
      ]
    },
    {
      "leaderId": "000000508",
      "leader": "Magus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000512",
      "bodyguard": "Neophyte Hybrids",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Magus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Magus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Magus",
          "name": "Spiritual Leader",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly GENESTEALER CULTS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Magus",
          "name": "Mind Control (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, one Psyker model from your army with this ability can use it. If used, select one enemy unit within 18\" of that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Magus",
          "name": "Psychic Familiar",
          "status": "manual",
          "text": "Once per battle, at the start of your opponent's Shooting phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6 ” to the range of its Mind Control ability. Designer's Note: Place a Psychic Familiar token next to the model, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000000508",
      "leader": "Magus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000513",
      "bodyguard": "Hybrid Metamorphs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Magus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Magus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Magus",
          "name": "Spiritual Leader",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly GENESTEALER CULTS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Magus",
          "name": "Mind Control (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, one Psyker model from your army with this ability can use it. If used, select one enemy unit within 18\" of that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Magus",
          "name": "Psychic Familiar",
          "status": "manual",
          "text": "Once per battle, at the start of your opponent's Shooting phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6 ” to the range of its Mind Control ability. Designer's Note: Place a Psychic Familiar token next to the model, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000000508",
      "leader": "Magus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003716",
      "bodyguard": "Acolyte Hybrids With Hand Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Magus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Magus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Magus",
          "name": "Spiritual Leader",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly GENESTEALER CULTS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Magus",
          "name": "Mind Control (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, one Psyker model from your army with this ability can use it. If used, select one enemy unit within 18\" of that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Magus",
          "name": "Psychic Familiar",
          "status": "manual",
          "text": "Once per battle, at the start of your opponent's Shooting phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6 ” to the range of its Mind Control ability. Designer's Note: Place a Psychic Familiar token next to the model, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000000508",
      "leader": "Magus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000511",
      "bodyguard": "Acolyte Hybrids With Autopistols",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Magus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Magus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Magus",
          "name": "Spiritual Leader",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly GENESTEALER CULTS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Magus",
          "name": "Mind Control (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, one Psyker model from your army with this ability can use it. If used, select one enemy unit within 18\" of that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Magus",
          "name": "Psychic Familiar",
          "status": "manual",
          "text": "Once per battle, at the start of your opponent's Shooting phase, this model can use its psychic familiar. If it does, until the end of the phase, add 6 ” to the range of its Mind Control ability. Designer's Note: Place a Psychic Familiar token next to the model, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000000509",
      "leader": "Primus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003716",
      "bodyguard": "Acolyte Hybrids With Hand Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000000509",
          "source": "Primus",
          "name": "Cult Demagogue"
        }
      ],
      "coverage": [
        {
          "source": "Primus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Primus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primus",
          "name": "Cult Demagogue",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Primus",
          "name": "Decoys and Misdirection",
          "status": "manual",
          "text": "If your army includes one or more models with this ability, after both players have deployed their armies, select up to three GENESTEALER CULTS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000000509",
      "leader": "Primus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000511",
      "bodyguard": "Acolyte Hybrids With Autopistols",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000000509",
          "source": "Primus",
          "name": "Cult Demagogue"
        }
      ],
      "coverage": [
        {
          "source": "Primus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Primus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primus",
          "name": "Cult Demagogue",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Primus",
          "name": "Decoys and Misdirection",
          "status": "manual",
          "text": "If your army includes one or more models with this ability, after both players have deployed their armies, select up to three GENESTEALER CULTS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000000509",
      "leader": "Primus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000512",
      "bodyguard": "Neophyte Hybrids",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000000509",
          "source": "Primus",
          "name": "Cult Demagogue"
        }
      ],
      "coverage": [
        {
          "source": "Primus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Primus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primus",
          "name": "Cult Demagogue",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Primus",
          "name": "Decoys and Misdirection",
          "status": "manual",
          "text": "If your army includes one or more models with this ability, after both players have deployed their armies, select up to three GENESTEALER CULTS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000000509",
      "leader": "Primus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000513",
      "bodyguard": "Hybrid Metamorphs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000000509",
          "source": "Primus",
          "name": "Cult Demagogue"
        }
      ],
      "coverage": [
        {
          "source": "Primus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Primus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primus",
          "name": "Cult Demagogue",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Primus",
          "name": "Decoys and Misdirection",
          "status": "manual",
          "text": "If your army includes one or more models with this ability, after both players have deployed their armies, select up to three GENESTEALER CULTS units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000000510",
      "leader": "Acolyte Iconward",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003716",
      "bodyguard": "Acolyte Hybrids With Hand Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000510",
          "source": "Acolyte Iconward",
          "name": "Nexus of Devotion"
        }
      ],
      "coverage": [
        {
          "source": "Acolyte Iconward",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Nexus of Devotion",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Hybrid Metamorphs keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Acolyte Iconward",
          "name": "Summon the Cult",
          "status": "manual",
          "text": "Once per battle, when you have to remove a Cult Ambush marker because your opponent has moved too close to it, if one or more models from your army with this ability are on the battlefield, you can use this ability. If you do, instead of removing that marker, you can place it anywhere on the battlefield that is within 12\" of a model from your army with this ability and more than 8\" horizontally away from all enemy units (if this is not possible, this ability is not considered to have been used and that marker is removed as normal)."
        }
      ]
    },
    {
      "leaderId": "000000510",
      "leader": "Acolyte Iconward",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000511",
      "bodyguard": "Acolyte Hybrids With Autopistols",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000510",
          "source": "Acolyte Iconward",
          "name": "Nexus of Devotion"
        }
      ],
      "coverage": [
        {
          "source": "Acolyte Iconward",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Nexus of Devotion",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Hybrid Metamorphs keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Acolyte Iconward",
          "name": "Summon the Cult",
          "status": "manual",
          "text": "Once per battle, when you have to remove a Cult Ambush marker because your opponent has moved too close to it, if one or more models from your army with this ability are on the battlefield, you can use this ability. If you do, instead of removing that marker, you can place it anywhere on the battlefield that is within 12\" of a model from your army with this ability and more than 8\" horizontally away from all enemy units (if this is not possible, this ability is not considered to have been used and that marker is removed as normal)."
        }
      ]
    },
    {
      "leaderId": "000000510",
      "leader": "Acolyte Iconward",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000512",
      "bodyguard": "Neophyte Hybrids",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000510",
          "source": "Acolyte Iconward",
          "name": "Nexus of Devotion"
        }
      ],
      "coverage": [
        {
          "source": "Acolyte Iconward",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Nexus of Devotion",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Hybrid Metamorphs keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Acolyte Iconward",
          "name": "Summon the Cult",
          "status": "manual",
          "text": "Once per battle, when you have to remove a Cult Ambush marker because your opponent has moved too close to it, if one or more models from your army with this ability are on the battlefield, you can use this ability. If you do, instead of removing that marker, you can place it anywhere on the battlefield that is within 12\" of a model from your army with this ability and more than 8\" horizontally away from all enemy units (if this is not possible, this ability is not considered to have been used and that marker is removed as normal)."
        }
      ]
    },
    {
      "leaderId": "000000510",
      "leader": "Acolyte Iconward",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000513",
      "bodyguard": "Hybrid Metamorphs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000510",
          "source": "Acolyte Iconward",
          "name": "Nexus of Devotion"
        }
      ],
      "coverage": [
        {
          "source": "Acolyte Iconward",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Acolyte Iconward",
          "name": "Nexus of Devotion",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Hybrid Metamorphs keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Acolyte Iconward",
          "name": "Summon the Cult",
          "status": "manual",
          "text": "Once per battle, when you have to remove a Cult Ambush marker because your opponent has moved too close to it, if one or more models from your army with this ability are on the battlefield, you can use this ability. If you do, instead of removing that marker, you can place it anywhere on the battlefield that is within 12\" of a model from your army with this ability and more than 8\" horizontally away from all enemy units (if this is not possible, this ability is not considered to have been used and that marker is removed as normal)."
        }
      ]
    },
    {
      "leaderId": "000000522",
      "leader": "Imotekh The Stormlord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Imotekh The Stormlord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Grand Strategist",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Lord of the Storm",
          "status": "manual",
          "text": "Once per battle, at the end of your Command phase, this model can use this ability. If it does, roll one D6 for each enemy unit within 12\" of this model: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000522",
      "leader": "Imotekh The Stormlord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000536",
      "bodyguard": "Lychguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Imotekh The Stormlord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Grand Strategist",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Lord of the Storm",
          "status": "manual",
          "text": "Once per battle, at the end of your Command phase, this model can use this ability. If it does, roll one D6 for each enemy unit within 12\" of this model: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        },
        {
          "source": "Lychguard",
          "name": "Guardian Protocols",
          "status": "manual",
          "text": "While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000522",
      "leader": "Imotekh The Stormlord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Imotekh The Stormlord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Grand Strategist",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Imotekh The Stormlord",
          "name": "Lord of the Storm",
          "status": "manual",
          "text": "Once per battle, at the end of your Command phase, this model can use this ability. If it does, roll one D6 for each enemy unit within 12\" of this model: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000523",
      "leader": "Overlord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Overlord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Overlord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Overlord",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects : When a unit resurrects , that unit's Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Overlord",
          "name": "My Will Be Done",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Overlord",
          "name": "Implacable Resilience",
          "status": "manual",
          "text": "Each time an attack is allocated to this model, subtract 1 from that attack's Damage characteristic."
        },
        {
          "source": "Overlord",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000523",
      "leader": "Overlord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000536",
      "bodyguard": "Lychguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Overlord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Overlord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Overlord",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects : When a unit resurrects , that unit's Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Overlord",
          "name": "My Will Be Done",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Overlord",
          "name": "Implacable Resilience",
          "status": "manual",
          "text": "Each time an attack is allocated to this model, subtract 1 from that attack's Damage characteristic."
        },
        {
          "source": "Overlord",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        },
        {
          "source": "Lychguard",
          "name": "Guardian Protocols",
          "status": "manual",
          "text": "While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000523",
      "leader": "Overlord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Overlord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Overlord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Overlord",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects : When a unit resurrects , that unit's Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Overlord",
          "name": "My Will Be Done",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Overlord",
          "name": "Implacable Resilience",
          "status": "manual",
          "text": "Each time an attack is allocated to this model, subtract 1 from that attack's Damage characteristic."
        },
        {
          "source": "Overlord",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000524",
      "leader": "Lord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Lord",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit's Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Lord",
          "name": "Relentless March",
          "status": "manual",
          "text": "While this model is leading a unit, add 1\" to the Move characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Lord",
          "name": "The Lord’s Will",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with Stratagems even when it is Battle-shocked.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000524",
      "leader": "Lord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000536",
      "bodyguard": "Lychguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Lord",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit's Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Lord",
          "name": "Relentless March",
          "status": "manual",
          "text": "While this model is leading a unit, add 1\" to the Move characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Lord",
          "name": "The Lord’s Will",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with Stratagems even when it is Battle-shocked.",
          "leading": true
        },
        {
          "source": "Lychguard",
          "name": "Guardian Protocols",
          "status": "manual",
          "text": "While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000524",
      "leader": "Lord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Lord",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "Once per battle, while the bearer is leading a unit, at the end of any phase, it can resurrect that unit if it is on the battlefield. When you do, that unit's Reanimation Protocols are activated, reanimating D6 wounds rather than D3 when doing so. You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Lord",
          "name": "Relentless March",
          "status": "manual",
          "text": "While this model is leading a unit, add 1\" to the Move characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Lord",
          "name": "The Lord’s Will",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with Stratagems even when it is Battle-shocked.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000527",
      "leader": "Nemesor Zahndrekh",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Nemesor Zahndrekh",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Transient Madness",
          "status": "manual",
          "text": "While this model is leading a unit, at the start of your Command phase, roll one D6: until the start of your next Command phase, weapons equipped by models in that unit gain the ability below that corresponds with that roll: 1-2: [SUSTAINED HITS 1] 3-4: [LETHAL HITS] 5-6: [DEVASTATING WOUNDS]",
          "leading": true
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Counter-tactics",
          "status": "manual",
          "text": "Once per battle, after your opponent uses a Stratagem, if this model is on the battlefield, it can use this ability. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP."
        }
      ]
    },
    {
      "leaderId": "000000527",
      "leader": "Nemesor Zahndrekh",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Nemesor Zahndrekh",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Transient Madness",
          "status": "manual",
          "text": "While this model is leading a unit, at the start of your Command phase, roll one D6: until the start of your next Command phase, weapons equipped by models in that unit gain the ability below that corresponds with that roll: 1-2: [SUSTAINED HITS 1] 3-4: [LETHAL HITS] 5-6: [DEVASTATING WOUNDS]",
          "leading": true
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Counter-tactics",
          "status": "manual",
          "text": "Once per battle, after your opponent uses a Stratagem, if this model is on the battlefield, it can use this ability. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP."
        }
      ]
    },
    {
      "leaderId": "000000527",
      "leader": "Nemesor Zahndrekh",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000536",
      "bodyguard": "Lychguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Nemesor Zahndrekh",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Transient Madness",
          "status": "manual",
          "text": "While this model is leading a unit, at the start of your Command phase, roll one D6: until the start of your next Command phase, weapons equipped by models in that unit gain the ability below that corresponds with that roll: 1-2: [SUSTAINED HITS 1] 3-4: [LETHAL HITS] 5-6: [DEVASTATING WOUNDS]",
          "leading": true
        },
        {
          "source": "Nemesor Zahndrekh",
          "name": "Counter-tactics",
          "status": "manual",
          "text": "Once per battle, after your opponent uses a Stratagem, if this model is on the battlefield, it can use this ability. If it does, until the end of the battle, the CP cost your opponent must pay to use that Stratagem again is increased by 1CP."
        },
        {
          "source": "Lychguard",
          "name": "Guardian Protocols",
          "status": "manual",
          "text": "While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000528",
      "leader": "Vargard Obyron",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a unit even if Nemesor Zahndrekh has already been attached to it. If it is, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.",
      "effects": [],
      "coverage": [
        {
          "source": "Vargard Obyron",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vargard Obyron",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Vargard Obyron",
          "name": "Ghostwalk Mantle",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Fights First ability.",
          "leading": true
        },
        {
          "source": "Vargard Obyron",
          "name": "The Vargard’s Duty",
          "status": "manual",
          "text": "While this model is in the same unit as Nemesor Zahndrekh, Character models in that unit have the Feel No Pain 4+ ability."
        }
      ]
    },
    {
      "leaderId": "000000528",
      "leader": "Vargard Obyron",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000536",
      "bodyguard": "Lychguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a unit even if Nemesor Zahndrekh has already been attached to it. If it is, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.",
      "effects": [],
      "coverage": [
        {
          "source": "Vargard Obyron",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vargard Obyron",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Vargard Obyron",
          "name": "Ghostwalk Mantle",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Fights First ability.",
          "leading": true
        },
        {
          "source": "Vargard Obyron",
          "name": "The Vargard’s Duty",
          "status": "manual",
          "text": "While this model is in the same unit as Nemesor Zahndrekh, Character models in that unit have the Feel No Pain 4+ ability."
        },
        {
          "source": "Lychguard",
          "name": "Guardian Protocols",
          "status": "not-applicable",
          "text": "While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic, subtract 1 from the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000528",
      "leader": "Vargard Obyron",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a unit even if Nemesor Zahndrekh has already been attached to it. If it is, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original Starting Strengths.",
      "effects": [],
      "coverage": [
        {
          "source": "Vargard Obyron",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vargard Obyron",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Vargard Obyron",
          "name": "Ghostwalk Mantle",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Fights First ability.",
          "leading": true
        },
        {
          "source": "Vargard Obyron",
          "name": "The Vargard’s Duty",
          "status": "manual",
          "text": "While this model is in the same unit as Nemesor Zahndrekh, Character models in that unit have the Feel No Pain 4+ ability."
        }
      ]
    },
    {
      "leaderId": "000000530",
      "leader": "Orikan The Diviner",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000530",
          "source": "Orikan The Diviner",
          "name": "Master Chronomancer"
        }
      ],
      "coverage": [
        {
          "source": "Orikan The Diviner",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Orikan The Diviner",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Orikan The Diviner",
          "name": "Master Chronomancer",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a 4+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Orikan The Diviner",
          "name": "The Stars Are Right",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, triple the Attacks and Strength characteristics of this model's Staff of Tomorrow and every successful Wound roll made for this model's attacks scores a Critical Wound."
        }
      ]
    },
    {
      "leaderId": "000000530",
      "leader": "Orikan The Diviner",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000530",
          "source": "Orikan The Diviner",
          "name": "Master Chronomancer"
        }
      ],
      "coverage": [
        {
          "source": "Orikan The Diviner",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Orikan The Diviner",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Orikan The Diviner",
          "name": "Master Chronomancer",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a 4+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Orikan The Diviner",
          "name": "The Stars Are Right",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, triple the Attacks and Strength characteristics of this model's Staff of Tomorrow and every successful Wound roll made for this model's attacks scores a Critical Wound."
        }
      ]
    },
    {
      "leaderId": "000000531",
      "leader": "Anrakyr The Traveller",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000000531",
          "source": "Anrakyr The Traveller",
          "name": "Lord of the Pyrrhian Eternals"
        }
      ],
      "coverage": [
        {
          "source": "Anrakyr The Traveller",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Anrakyr The Traveller",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Anrakyr The Traveller",
          "name": "Lord of the Pyrrhian Eternals",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Anrakyr The Traveller",
          "name": "Mind in the Machine",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy VEHICLE unit within 12\" of and visible to this model. That unit must take a Leadership test. If that test is passed, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; if that test is failed, that unit is not eligible to shoot this phase."
        },
        {
          "source": "Anrakyr The Traveller",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000532",
      "leader": "Trazyn The Infinite",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trazyn The Infinite",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Ancient Collector",
          "status": "manual",
          "text": "While this model is leading a unit, at the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.",
          "leading": true
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Surrogate Hosts",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you can select one other friendly Necrons Infantry Character model on the battlefield (excluding Skorpekh Lord or Epic Hero models). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is put in its place, with all of its wounds remaining (if the selected model was leading a unit, this model now attaches to that unit as its Leader)."
        }
      ]
    },
    {
      "leaderId": "000000532",
      "leader": "Trazyn The Infinite",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000536",
      "bodyguard": "Lychguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trazyn The Infinite",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Ancient Collector",
          "status": "manual",
          "text": "While this model is leading a unit, at the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.",
          "leading": true
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Surrogate Hosts",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you can select one other friendly Necrons Infantry Character model on the battlefield (excluding Skorpekh Lord or Epic Hero models). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is put in its place, with all of its wounds remaining (if the selected model was leading a unit, this model now attaches to that unit as its Leader)."
        },
        {
          "source": "Lychguard",
          "name": "Guardian Protocols",
          "status": "manual",
          "text": "While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000532",
      "leader": "Trazyn The Infinite",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trazyn The Infinite",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Ancient Collector",
          "status": "manual",
          "text": "While this model is leading a unit, at the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.",
          "leading": true
        },
        {
          "source": "Trazyn The Infinite",
          "name": "Surrogate Hosts",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you can select one other friendly Necrons Infantry Character model on the battlefield (excluding Skorpekh Lord or Epic Hero models). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and this model is put in its place, with all of its wounds remaining (if the selected model was leading a unit, this model now attaches to that unit as its Leader)."
        }
      ]
    },
    {
      "leaderId": "000000112",
      "leader": "Chaplain With Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002776",
      "bodyguard": "Assault Intercessors With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain With Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Exhortation of Rage",
          "status": "manual",
          "text": "While this unit is at or below half-strength, this unit's melee attacks can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000000568",
      "leader": "Eldrad Ulthran",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000590",
      "bodyguard": "Storm Guardians",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "If this model is not already attached to a unit, you can attach this model to a unit, even if one WARLOCKS unit has already been attached to it.",
      "effects": [],
      "coverage": [
        {
          "source": "Eldrad Ulthran",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Eldrad Ulthran",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Eldrad Ulthran",
          "name": "Diviner of Futures",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Eldrad Ulthran",
          "name": "Doom (Psychic)",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy unit within 18\" of and visible to this model. Until the start of your next Command phase, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000568",
      "leader": "Eldrad Ulthran",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000589",
      "bodyguard": "Guardian Defenders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "If this model is not already attached to a unit, you can attach this model to a unit, even if one WARLOCKS unit has already been attached to it.",
      "effects": [],
      "coverage": [
        {
          "source": "Eldrad Ulthran",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Eldrad Ulthran",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Eldrad Ulthran",
          "name": "Diviner of Futures",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Eldrad Ulthran",
          "name": "Doom (Psychic)",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy unit within 18\" of and visible to this model. Until the start of your next Command phase, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000003889",
      "leader": "Krieg Command Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Krieg Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Grim Determination",
          "status": "manual",
          "text": "While this unit contains an OFFICER , you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Alchemyk Counteragents",
          "status": "manual",
          "text": "The bearer's unit has the Feel No Pain 6+ ability against mortal wounds."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Servo-scribes",
          "status": "manual",
          "text": "Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. Designer's Note: Place a Servo-scribes token next to the unit, removing it when this ability has been used."
        },
        {
          "source": "Krieg Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000004194",
      "leader": "Kharseth",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000002532",
      "bodyguard": "Corsair Voidscarred",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kharseth",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kharseth",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kharseth",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Kharseth",
          "name": "Aethersense (Psychic)",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        },
        {
          "source": "Kharseth",
          "name": "Fury of the Void (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, select one enemy unit hit by one or more attacks made with this model's Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack."
        }
      ]
    },
    {
      "leaderId": "000004194",
      "leader": "Kharseth",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000002531",
      "bodyguard": "Corsair Voidreavers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kharseth",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kharseth",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kharseth",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Kharseth",
          "name": "Aethersense (Psychic)",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        },
        {
          "source": "Kharseth",
          "name": "Fury of the Void (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, select one enemy unit hit by one or more attacks made with this model's Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack."
        }
      ]
    },
    {
      "leaderId": "000000570",
      "leader": "Illic Nightspear",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000592",
      "bodyguard": "Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "wound",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000000570",
          "source": "Illic Nightspear",
          "name": "Bringer of the True Death"
        }
      ],
      "coverage": [
        {
          "source": "Illic Nightspear",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Illic Nightspear",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Illic Nightspear",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Illic Nightspear",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Illic Nightspear",
          "name": "Bringer of the True Death",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Wound roll.",
          "leading": true
        },
        {
          "source": "Illic Nightspear",
          "name": "Hunter Unseen",
          "status": "manual",
          "text": "This model's unit can only be selected as the target of a ranged attack if the attacking model is within 12\"."
        }
      ]
    },
    {
      "leaderId": "000000571",
      "leader": "Asurmen",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000593",
      "bodyguard": "Dire Avengers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Asurmen",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Asurmen",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Asurmen",
          "name": "Tactical Acumen",
          "status": "manual",
          "text": "While this model is leading a unit, in your Shooting phase, after that unit has shot, it can make a Normal move of up to 6\". If it does, until the end of the turn, that unit is not eligible to declare a charge.",
          "leading": true
        },
        {
          "source": "Asurmen",
          "name": "Hand of Asuryan",
          "status": "manual",
          "text": "Once per battle, when this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its Bloody Twins weapon has a Damage characteristic of 3 and the [ANTI-INFANTRY 5+] and [DEVASTATING WOUNDS] abilities."
        }
      ]
    },
    {
      "leaderId": "000000572",
      "leader": "Jain Zar",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000594",
      "bodyguard": "Howling Banshees",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "wound",
          "value": "failures",
          "targetKeyword": "CHARACTER",
          "scope": "bearer",
          "sourceId": "000000572",
          "source": "Jain Zar",
          "name": "Storm of Silence"
        }
      ],
      "coverage": [
        {
          "source": "Jain Zar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Jain Zar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Jain Zar",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Jain Zar",
          "name": "Whirling Death",
          "status": "manual",
          "text": "While this model is leading a unit, each time that unit Advances, do not make an Advance roll. Instead, until the end of the phase, add 6\" to the Move characteristic of models in that unit and each time a model in that unit makes an Advance move, ignore any vertical distance when determining the total distance that model can be moved during that move.",
          "leading": true
        },
        {
          "source": "Jain Zar",
          "name": "Storm of Silence",
          "status": "applied",
          "text": "Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000573",
      "leader": "Karandras",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000595",
      "bodyguard": "Striking Scorpions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000000573",
          "source": "Karandras",
          "name": "Shadow Hunter"
        }
      ],
      "coverage": [
        {
          "source": "Karandras",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Karandras",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Karandras",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Karandras",
          "name": "The Scorpion’s Bite",
          "status": "manual",
          "text": "Melee weapons equipped by the bearer have the [DEVASTATING WOUNDS] ability when targeting units without the TITANIC keyword."
        },
        {
          "source": "Karandras",
          "name": "Shadow Hunter",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Karandras",
          "name": "Sustained Assault",
          "status": "manual",
          "text": "Each time this model makes a melee attack, if it made a Charge move this turn, a successful unmodified Hit roll of 4+ scores a Critical Hit."
        }
      ]
    },
    {
      "leaderId": "000000574",
      "leader": "Fuegan",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000596",
      "bodyguard": "Fire Dragons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fuegan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fuegan",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Fuegan",
          "name": "Burning Lance",
          "status": "manual",
          "text": "While this model is leading a unit, add 6\" to the Range characteristic of Melta weapons equipped by models in that unit.",
          "leading": true
        },
        {
          "source": "Fuegan",
          "name": "Unquenchable Resolve",
          "status": "manual",
          "text": "The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000000575",
      "leader": "Baharroth",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000600",
      "bodyguard": "Swooping Hawks",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Baharroth",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Baharroth",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Baharroth",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Baharroth",
          "name": "Cloudstrider",
          "status": "not-applicable",
          "text": "While this model is leading a unit, at the end of your opponent's turn, if that unit is not within Engagement Range of one or more enemy units, you can remove it from the battlefield and place it into Strategic Reserves. In addition, while this model is leading a unit, when that unit is set up on the battlefield using the Deep Strike ability, in your movement phase, it can use this ability. If it does, that unit can be set up anywhere on the battlefield that is more than 6\" horizontally away from all enemy models, but until the end of the turn, it is not eligible to declare a charge.'"
        },
        {
          "source": "Baharroth",
          "name": "Cry of the Wind",
          "status": "manual",
          "text": "Each time this model is set up on the battlefield, until the end of the turn, each time this model makes a ranged attack, a successful unmodified Hit roll scores a Critical Hit."
        }
      ]
    },
    {
      "leaderId": "000000576",
      "leader": "Maugan Ra",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000607",
      "bodyguard": "Dark Reapers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Maugan Ra",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Maugan Ra",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Maugan Ra",
          "name": "Harvester of Souls",
          "status": "not-applicable",
          "text": "While this model is leading a unit, in your Shooting phase, after selecting targets for that unit's attacks, if every attack targets the same unit, roll one D6 for the target unit and one D6 for every other enemy unit within 3\" of the target unit. On a 5+, the unit being rolled for is struck by explosive debris; after resolving all of that unit's attacks against the target unit, each unit struck by explosive debris suffers D3 mortal wounds."
        },
        {
          "source": "Maugan Ra",
          "name": "Face of Death",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. That enemy unit must take a Battle-shock test, subtracting 1 from the result."
        }
      ]
    },
    {
      "leaderId": "000000577",
      "leader": "Autarch",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000607",
      "bodyguard": "Dark Reapers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch",
          "name": "Superlative Strategist",
          "status": "not-applicable",
          "text": "While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre."
        },
        {
          "source": "Autarch",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Autarch",
          "name": "ASPECT TRAINING",
          "status": "not-applicable",
          "text": "While this model is leading a Howling Banshees unit, it has the Fights First ability. While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7\" and Stealth abilities."
        }
      ]
    },
    {
      "leaderId": "000000577",
      "leader": "Autarch",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000593",
      "bodyguard": "Dire Avengers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch",
          "name": "Superlative Strategist",
          "status": "not-applicable",
          "text": "While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre."
        },
        {
          "source": "Autarch",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Autarch",
          "name": "ASPECT TRAINING",
          "status": "not-applicable",
          "text": "While this model is leading a Howling Banshees unit, it has the Fights First ability. While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7\" and Stealth abilities."
        }
      ]
    },
    {
      "leaderId": "000000577",
      "leader": "Autarch",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000590",
      "bodyguard": "Storm Guardians",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch",
          "name": "Superlative Strategist",
          "status": "not-applicable",
          "text": "While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre."
        },
        {
          "source": "Autarch",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Autarch",
          "name": "ASPECT TRAINING",
          "status": "not-applicable",
          "text": "While this model is leading a Howling Banshees unit, it has the Fights First ability. While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7\" and Stealth abilities."
        }
      ]
    },
    {
      "leaderId": "000000577",
      "leader": "Autarch",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000596",
      "bodyguard": "Fire Dragons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch",
          "name": "Superlative Strategist",
          "status": "not-applicable",
          "text": "While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre."
        },
        {
          "source": "Autarch",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Autarch",
          "name": "ASPECT TRAINING",
          "status": "not-applicable",
          "text": "While this model is leading a Howling Banshees unit, it has the Fights First ability. While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7\" and Stealth abilities."
        }
      ]
    },
    {
      "leaderId": "000000577",
      "leader": "Autarch",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000594",
      "bodyguard": "Howling Banshees",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch",
          "name": "Superlative Strategist",
          "status": "not-applicable",
          "text": "While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre."
        },
        {
          "source": "Autarch",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Autarch",
          "name": "ASPECT TRAINING",
          "status": "manual",
          "text": "While this model is leading a Howling Banshees unit, it has the Fights First ability. While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7\" and Stealth abilities.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000577",
      "leader": "Autarch",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000595",
      "bodyguard": "Striking Scorpions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch",
          "name": "Superlative Strategist",
          "status": "not-applicable",
          "text": "While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre."
        },
        {
          "source": "Autarch",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Autarch",
          "name": "ASPECT TRAINING",
          "status": "not-applicable",
          "text": "While this model is leading a Howling Banshees unit, it has the Fights First ability. While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7\" and Stealth abilities."
        }
      ]
    },
    {
      "leaderId": "000000577",
      "leader": "Autarch",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000589",
      "bodyguard": "Guardian Defenders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch",
          "name": "Superlative Strategist",
          "status": "not-applicable",
          "text": "While this model is leading a unit, you can re-roll Advance rolls made for that unit, and you can re-roll any rolls made for that unit while it is performing an Agile Manoeuvre."
        },
        {
          "source": "Autarch",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Autarch",
          "name": "ASPECT TRAINING",
          "status": "not-applicable",
          "text": "While this model is leading a Howling Banshees unit, it has the Fights First ability. While this model is leading a Striking Scorpions unit, it has the Infiltrators, Scouts 7\" and Stealth abilities."
        }
      ]
    },
    {
      "leaderId": "000000580",
      "leader": "Autarch Skyrunner",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000591",
      "bodyguard": "Windriders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch Skyrunner",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch Skyrunner",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch Skyrunner",
          "name": "Ride the Wind",
          "status": "manual",
          "text": "While this model is leading a unit, each time that unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6\" to the Move characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Autarch Skyrunner",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        }
      ]
    },
    {
      "leaderId": "000000902",
      "leader": "Dialogus",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000002481",
      "bodyguard": "Celestian Sacresants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dialogus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dialogus",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dialogus",
          "name": "Laud Hailer",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dialogus",
          "name": "Stirring Rhetoric",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000582",
      "leader": "Farseer",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000590",
      "bodyguard": "Storm Guardians",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Farseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Farseer",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Farseer",
          "name": "Branching Fates (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, once per phase, you can change the result of one Hit roll, one Wound roll or one Damage roll made for a model in that unit (excluding Support Weapon models) to an unmodified 6.",
          "leading": true
        },
        {
          "source": "Farseer",
          "name": "Guide (Psychic)",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy unit within 18\" of and visible to this model. Until the start of your next Command phase, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Hit roll. Each unit can only be selected for this ability once per turn."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002270",
      "bodyguard": "Desolation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000002480",
      "leader": "Aestred Thurga And Agathae Dolan",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Auto-Tapestry of the Emperor’s Judgement",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability"
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Recount the Deeds of the Saints",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice."
        }
      ]
    },
    {
      "leaderId": "000000585",
      "leader": "Warlock",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000000590",
      "bodyguard": "Storm Guardians",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warlock",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warlock",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Warlock",
          "name": "Runes of Fortune (Psychic)",
          "status": "manual",
          "text": "Each time an enemy unit declares a charge, if one or more units with this ability are selected as a target of that charge, subtract 2 from the Charge roll."
        },
        {
          "source": "Warlock",
          "name": "Psychic Communion (Psychic)",
          "status": "manual",
          "text": "Each time this model is selected to shoot, until the end of the phase, add 1 to the Attacks and Strength characteristics of its Destructor weapon for each other friendly Aeldari Psyker model within 6\" of this model (to a maximum of +2)."
        }
      ]
    },
    {
      "leaderId": "000000585",
      "leader": "Warlock",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000000589",
      "bodyguard": "Guardian Defenders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warlock",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warlock",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Warlock",
          "name": "Runes of Fortune (Psychic)",
          "status": "manual",
          "text": "Each time an enemy unit declares a charge, if one or more units with this ability are selected as a target of that charge, subtract 2 from the Charge roll."
        },
        {
          "source": "Warlock",
          "name": "Psychic Communion (Psychic)",
          "status": "manual",
          "text": "Each time this model is selected to shoot, until the end of the phase, add 1 to the Attacks and Strength characteristics of its Destructor weapon for each other friendly Aeldari Psyker model within 6\" of this model (to a maximum of +2)."
        }
      ]
    },
    {
      "leaderId": "000000439",
      "leader": "Shas’o R’alai",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000443",
      "bodyguard": "Xv9 Hazard Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000439",
          "source": "Shas’o R’alai",
          "name": "Eclipse Field Generator"
        },
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "targetKeyword": "CHARACTER",
          "scope": "bearer",
          "sourceId": "000000439",
          "source": "Shas’o R’alai",
          "name": "Assassin"
        }
      ],
      "coverage": [
        {
          "source": "Shas’o R’alai",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shas’o R’alai",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shas’o R’alai",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Shas’o R’alai",
          "name": "Blacklight Marker Drones",
          "status": "manual",
          "text": "Twice per battle, when this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in their Guided unit that targets their Spotted unit, re-roll a Wound roll of 1. Designer's Note: Place two Blacklight Marker Drone tokens next to this model, removing one each time this ability has been used."
        },
        {
          "source": "Shas’o R’alai",
          "name": "Eclipse Field Generator",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a 5+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Shas’o R’alai",
          "name": "Assassin",
          "status": "applied",
          "text": "Each time this model makes an attack that targets a Character unit, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000001649",
      "leader": "Syll’esske",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001142",
      "bodyguard": "Daemonettes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "criticalSuccess",
          "roll": "wound",
          "value": 5,
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001649",
          "source": "Syll’esske",
          "name": "Prince of Slaanesh"
        }
      ],
      "coverage": [
        {
          "source": "Syll’esske",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Syll’esske",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Syll’esske",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Syll’esske",
          "name": "Prince of Slaanesh",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, a successful unmodified Wound roll of 5+ scores a Critical Wound.",
          "leading": true
        },
        {
          "source": "Syll’esske",
          "name": "Delightful Agonies",
          "status": "manual",
          "text": "The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "manual",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004250",
      "bodyguard": "Custodian Guard Sodality with Adrasite Spears",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004263",
      "bodyguard": "Custodian Guard Sodality with Pyrithite Spears",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000001565",
      "leader": "Jackal Alphus",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000001574",
      "bodyguard": "Atalan Jackals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Jackal Alphus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Jackal Alphus",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Jackal Alphus",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Jackal Alphus",
          "name": "Priority Target",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, select one enemy unit hit by one or more of those attacks made with a cult sniper rifle. Until the end of the phase, each time a friendly GENESTEALER CULTS model makes an attack that targets that enemy unit, re-roll a Hit roll of 1."
        },
        {
          "source": "Jackal Alphus",
          "name": "Master Outrider",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 6\" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge."
        }
      ]
    },
    {
      "leaderId": "000001567",
      "leader": "Clamavus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000003716",
      "bodyguard": "Acolyte Hybrids With Hand Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Clamavus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Clamavus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Clamavus",
          "name": "Voice of New Truths",
          "status": "manual",
          "text": "In your Command phase, one model from your army with this ability can use it. If it does, select one enemy unit within 18\" of it; that enemy unit must take a Battle-shock test."
        },
        {
          "source": "Clamavus",
          "name": "Scrambler Array",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" of this model."
        }
      ]
    },
    {
      "leaderId": "000001567",
      "leader": "Clamavus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000511",
      "bodyguard": "Acolyte Hybrids With Autopistols",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Clamavus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Clamavus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Clamavus",
          "name": "Voice of New Truths",
          "status": "manual",
          "text": "In your Command phase, one model from your army with this ability can use it. If it does, select one enemy unit within 18\" of it; that enemy unit must take a Battle-shock test."
        },
        {
          "source": "Clamavus",
          "name": "Scrambler Array",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" of this model."
        }
      ]
    },
    {
      "leaderId": "000001567",
      "leader": "Clamavus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000512",
      "bodyguard": "Neophyte Hybrids",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Clamavus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Clamavus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Clamavus",
          "name": "Voice of New Truths",
          "status": "manual",
          "text": "In your Command phase, one model from your army with this ability can use it. If it does, select one enemy unit within 18\" of it; that enemy unit must take a Battle-shock test."
        },
        {
          "source": "Clamavus",
          "name": "Scrambler Array",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" of this model."
        }
      ]
    },
    {
      "leaderId": "000001567",
      "leader": "Clamavus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000513",
      "bodyguard": "Hybrid Metamorphs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Clamavus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Clamavus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Clamavus",
          "name": "Voice of New Truths",
          "status": "manual",
          "text": "In your Command phase, one model from your army with this ability can use it. If it does, select one enemy unit within 18\" of it; that enemy unit must take a Battle-shock test."
        },
        {
          "source": "Clamavus",
          "name": "Scrambler Array",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" of this model."
        }
      ]
    },
    {
      "leaderId": "000001568",
      "leader": "Locus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000512",
      "bodyguard": "Neophyte Hybrids",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Locus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Locus",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Locus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Locus",
          "name": "Sudden Assault",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Fights First ability.",
          "leading": true
        },
        {
          "source": "Locus",
          "name": "Bodyguard",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001568",
      "leader": "Locus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000513",
      "bodyguard": "Hybrid Metamorphs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Locus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Locus",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Locus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Locus",
          "name": "Sudden Assault",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Fights First ability.",
          "leading": true
        },
        {
          "source": "Locus",
          "name": "Bodyguard",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001568",
      "leader": "Locus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000003716",
      "bodyguard": "Acolyte Hybrids With Hand Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Locus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Locus",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Locus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Locus",
          "name": "Sudden Assault",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Fights First ability.",
          "leading": true
        },
        {
          "source": "Locus",
          "name": "Bodyguard",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001568",
      "leader": "Locus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000511",
      "bodyguard": "Acolyte Hybrids With Autopistols",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Locus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Locus",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Locus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Locus",
          "name": "Sudden Assault",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Fights First ability.",
          "leading": true
        },
        {
          "source": "Locus",
          "name": "Bodyguard",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001571",
      "leader": "Nexos",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000513",
      "bodyguard": "Hybrid Metamorphs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Nexos",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Nexos",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Nexos",
          "name": "Battlefield Analysis",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Nexos",
          "name": "Cult Infiltration",
          "status": "manual",
          "text": "At the start of each player's Command phase, if this model is on the battlefield, you can select one of your Cult Ambush markers that is on the battlefield and has not been moved this turn and move it up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000001571",
      "leader": "Nexos",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000512",
      "bodyguard": "Neophyte Hybrids",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Nexos",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Nexos",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Nexos",
          "name": "Battlefield Analysis",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Nexos",
          "name": "Cult Infiltration",
          "status": "manual",
          "text": "At the start of each player's Command phase, if this model is on the battlefield, you can select one of your Cult Ambush markers that is on the battlefield and has not been moved this turn and move it up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000001571",
      "leader": "Nexos",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000511",
      "bodyguard": "Acolyte Hybrids With Autopistols",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Nexos",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Nexos",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Nexos",
          "name": "Battlefield Analysis",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Nexos",
          "name": "Cult Infiltration",
          "status": "manual",
          "text": "At the start of each player's Command phase, if this model is on the battlefield, you can select one of your Cult Ambush markers that is on the battlefield and has not been moved this turn and move it up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000001571",
      "leader": "Nexos",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000003716",
      "bodyguard": "Acolyte Hybrids With Hand Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Nexos",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Nexos",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Nexos",
          "name": "Battlefield Analysis",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Nexos",
          "name": "Cult Infiltration",
          "status": "manual",
          "text": "At the start of each player's Command phase, if this model is on the battlefield, you can select one of your Cult Ambush markers that is on the battlefield and has not been moved this turn and move it up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000001572",
      "leader": "Biophagus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000003716",
      "bodyguard": "Acolyte Hybrids With Hand Flamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001572",
          "source": "Biophagus",
          "name": "Twisted Science"
        }
      ],
      "coverage": [
        {
          "source": "Biophagus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Biophagus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Biophagus",
          "name": "Twisted Science",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Biophagus",
          "name": "Biological Warfare",
          "status": "manual",
          "text": "Once per battle, when this model's unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3."
        },
        {
          "source": "Biophagus",
          "name": "Alchemicus Familiar",
          "status": "manual",
          "text": "Once per battle, when the bearer's unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, each time a model in the bearer's unit makes an attack that targets an INFANTRY unit, add 1 to the Wound roll. Designer's Note: Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000001572",
      "leader": "Biophagus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000511",
      "bodyguard": "Acolyte Hybrids With Autopistols",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001572",
          "source": "Biophagus",
          "name": "Twisted Science"
        }
      ],
      "coverage": [
        {
          "source": "Biophagus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Biophagus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Biophagus",
          "name": "Twisted Science",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Biophagus",
          "name": "Biological Warfare",
          "status": "manual",
          "text": "Once per battle, when this model's unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3."
        },
        {
          "source": "Biophagus",
          "name": "Alchemicus Familiar",
          "status": "manual",
          "text": "Once per battle, when the bearer's unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, each time a model in the bearer's unit makes an attack that targets an INFANTRY unit, add 1 to the Wound roll. Designer's Note: Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000001572",
      "leader": "Biophagus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000512",
      "bodyguard": "Neophyte Hybrids",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001572",
          "source": "Biophagus",
          "name": "Twisted Science"
        }
      ],
      "coverage": [
        {
          "source": "Biophagus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Biophagus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Biophagus",
          "name": "Twisted Science",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Biophagus",
          "name": "Biological Warfare",
          "status": "manual",
          "text": "Once per battle, when this model's unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3."
        },
        {
          "source": "Biophagus",
          "name": "Alchemicus Familiar",
          "status": "manual",
          "text": "Once per battle, when the bearer's unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, each time a model in the bearer's unit makes an attack that targets an INFANTRY unit, add 1 to the Wound roll. Designer's Note: Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000001572",
      "leader": "Biophagus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000513",
      "bodyguard": "Hybrid Metamorphs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001572",
          "source": "Biophagus",
          "name": "Twisted Science"
        }
      ],
      "coverage": [
        {
          "source": "Biophagus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Biophagus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Biophagus",
          "name": "Twisted Science",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Biophagus",
          "name": "Biological Warfare",
          "status": "manual",
          "text": "Once per battle, when this model's unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3."
        },
        {
          "source": "Biophagus",
          "name": "Alchemicus Familiar",
          "status": "manual",
          "text": "Once per battle, when the bearer's unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, each time a model in the bearer's unit makes an attack that targets an INFANTRY unit, add 1 to the Wound roll. Designer's Note: Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000001572",
      "leader": "Biophagus",
      "faction": "GC",
      "slot": "support",
      "bodyguardId": "000000514",
      "bodyguard": "Aberrants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001572",
          "source": "Biophagus",
          "name": "Twisted Science"
        }
      ],
      "coverage": [
        {
          "source": "Biophagus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Biophagus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Biophagus",
          "name": "Twisted Science",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Biophagus",
          "name": "Biological Warfare",
          "status": "manual",
          "text": "Once per battle, when this model's unit is selected to fight, this model can use this ability. If it does, until the end of the phase, improve the Attacks and Damage characteristics of its injector goad by 3."
        },
        {
          "source": "Biophagus",
          "name": "Alchemicus Familiar",
          "status": "manual",
          "text": "Once per battle, when the bearer's unit is selected to fight, the bearer can use its alchemicus familiar. If it does, until the end of the phase, each time a model in the bearer's unit makes an attack that targets an INFANTRY unit, add 1 to the Wound roll. Designer's Note: Place an Alchemicus Familiar token next to the bearer, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000002472",
      "leader": "Palatine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002472",
          "source": "Palatine",
          "name": "Fury of the Righteous"
        }
      ],
      "coverage": [
        {
          "source": "Palatine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Palatine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Palatine",
          "name": "Fury of the Righteous",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Palatine",
          "name": "Rapturous Blows",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage."
        }
      ]
    },
    {
      "leaderId": "000000901",
      "leader": "Hospitaller",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000002481",
      "bodyguard": "Celestian Sacresants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000901",
          "source": "Hospitaller",
          "name": "Medicus Ministorum"
        }
      ],
      "coverage": [
        {
          "source": "Hospitaller",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hospitaller",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Hospitaller",
          "name": "Medicus Ministorum",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Hospitaller",
          "name": "Sacred Healing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002482",
      "leader": "Dogmata",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000908",
      "bodyguard": "Retributor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dogmata",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dogmata",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dogmata",
          "name": "Executioner of Heretics (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, worsen the Leadership characteristic of models in that unit by 1."
        },
        {
          "source": "Dogmata",
          "name": "Unflinching Determination",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002064",
      "leader": "Junith Eruita",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Junith Eruita",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Junith Eruita",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Junith Eruita",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Junith Eruita",
          "name": "The Pulpit of Saint Holline’s Basilica",
          "status": "manual",
          "text": "This unit has Stealth Melee attacks that target this unit have -1 to hit rolls"
        },
        {
          "source": "Junith Eruita",
          "name": "Fiery Conviction",
          "status": "manual",
          "text": "If this model is on the battlefield at the start of your Command phase, you can choose one of the following: Discard 1 Miracle dice and gain 1CP. Take a Leadership test for this model, if that test is passed, gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004174",
      "bodyguard": "Aquila Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002479",
      "leader": "Morvenn Vahl",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002483",
      "bodyguard": "Paragon Warsuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000002479",
          "source": "Morvenn Vahl",
          "name": "Abbess Sanctorum"
        },
        {
          "kind": "reroll",
          "roll": "wound",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000002479",
          "source": "Morvenn Vahl",
          "name": "Abbess Sanctorum"
        }
      ],
      "coverage": [
        {
          "source": "Morvenn Vahl",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Morvenn Vahl",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Morvenn Vahl",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Morvenn Vahl",
          "name": "Abbess Sanctorum",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll and you can re-roll the Wound roll.",
          "leading": true
        },
        {
          "source": "Morvenn Vahl",
          "name": "Righteous Repugnance",
          "status": "manual",
          "text": "Each time this model's unit is selected to shoot or fight, you can discard 1 Miracle dice. If you do, until the end of the phase, add 3 to the Attacks characteristic of Fidelis and the Lance of Illumination. Each time an enemy unit is destroyed by this model, you gain 1 Miracle dice."
        },
        {
          "source": "Morvenn Vahl",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your Warlord."
        }
      ]
    },
    {
      "leaderId": "000002472",
      "leader": "Palatine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000908",
      "bodyguard": "Retributor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002472",
          "source": "Palatine",
          "name": "Fury of the Righteous"
        }
      ],
      "coverage": [
        {
          "source": "Palatine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Palatine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Palatine",
          "name": "Fury of the Righteous",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Palatine",
          "name": "Rapturous Blows",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage."
        }
      ]
    },
    {
      "leaderId": "000000902",
      "leader": "Dialogus",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000002507",
      "bodyguard": "Sisters Novitiate Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dialogus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dialogus",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dialogus",
          "name": "Laud Hailer",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dialogus",
          "name": "Stirring Rhetoric",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002064",
      "leader": "Junith Eruita",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002507",
      "bodyguard": "Sisters Novitiate Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Junith Eruita",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Junith Eruita",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Junith Eruita",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Junith Eruita",
          "name": "The Pulpit of Saint Holline’s Basilica",
          "status": "manual",
          "text": "This unit has Stealth Melee attacks that target this unit have -1 to hit rolls"
        },
        {
          "source": "Junith Eruita",
          "name": "Fiery Conviction",
          "status": "manual",
          "text": "If this model is on the battlefield at the start of your Command phase, you can choose one of the following: Discard 1 Miracle dice and gain 1CP. Take a Leadership test for this model, if that test is passed, gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000002480",
      "leader": "Aestred Thurga And Agathae Dolan",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Auto-Tapestry of the Emperor’s Judgement",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability"
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Recount the Deeds of the Saints",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice."
        }
      ]
    },
    {
      "leaderId": "000002480",
      "leader": "Aestred Thurga And Agathae Dolan",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002507",
      "bodyguard": "Sisters Novitiate Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Auto-Tapestry of the Emperor’s Judgement",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability"
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Recount the Deeds of the Saints",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice."
        }
      ]
    },
    {
      "leaderId": "000000900",
      "leader": "Imagifier",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000002481",
      "bodyguard": "Celestian Sacresants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "sv",
          "value": 2,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        },
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        }
      ],
      "coverage": [
        {
          "source": "Imagifier",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imagifier",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Imagifier",
          "name": "Litany of Deeds",
          "status": "manual",
          "text": "Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12\" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool."
        },
        {
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000002482",
      "leader": "Dogmata",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dogmata",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dogmata",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dogmata",
          "name": "Executioner of Heretics (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, worsen the Leadership characteristic of models in that unit by 1."
        },
        {
          "source": "Dogmata",
          "name": "Unflinching Determination",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000902",
      "leader": "Dialogus",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dialogus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dialogus",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dialogus",
          "name": "Laud Hailer",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dialogus",
          "name": "Stirring Rhetoric",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000003871",
      "leader": "Watch Master",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Watch Master",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Knowledge",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge ."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002685",
      "bodyguard": "Exaction Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000002350",
      "leader": "Royal Warden",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Royal Warden",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Royal Warden",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Royal Warden",
          "name": "Adaptive Strategy",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a charge in a turn in which it Fell Back."
        },
        {
          "source": "Royal Warden",
          "name": "Engrammatic Logic",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly NECRONS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000002350",
      "leader": "Royal Warden",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Royal Warden",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Royal Warden",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Royal Warden",
          "name": "Adaptive Strategy",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a charge in a turn in which it Fell Back."
        },
        {
          "source": "Royal Warden",
          "name": "Engrammatic Logic",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly NECRONS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000002351",
      "leader": "Lokhust Lord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000002116",
      "bodyguard": "Lokhust Heavy Destroyers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "criticalSuccess",
          "roll": "hit",
          "value": 5,
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000002351",
          "source": "Lokhust Lord",
          "name": "Destroyer Cult"
        }
      ],
      "coverage": [
        {
          "source": "Lokhust Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lokhust Lord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Lokhust Lord",
          "name": "Nanoscarab Amulet",
          "status": "manual",
          "text": "The bearer has the Feel No Pain 5+ ability."
        },
        {
          "source": "Lokhust Lord",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects : When a unit resurrects , that unit's Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Lokhust Lord",
          "name": "Destroyer Cult",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit.",
          "leading": true
        },
        {
          "source": "Lokhust Lord",
          "name": "Driven by Hatred",
          "status": "manual",
          "text": "Each time this model makes an attack that targets an enemy unit that is Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000002351",
      "leader": "Lokhust Lord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000002359",
      "bodyguard": "Lokhust Destroyers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "criticalSuccess",
          "roll": "hit",
          "value": 5,
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000002351",
          "source": "Lokhust Lord",
          "name": "Destroyer Cult"
        }
      ],
      "coverage": [
        {
          "source": "Lokhust Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lokhust Lord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Lokhust Lord",
          "name": "Nanoscarab Amulet",
          "status": "manual",
          "text": "The bearer has the Feel No Pain 5+ ability."
        },
        {
          "source": "Lokhust Lord",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects : When a unit resurrects , that unit's Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Lokhust Lord",
          "name": "Destroyer Cult",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit.",
          "leading": true
        },
        {
          "source": "Lokhust Lord",
          "name": "Driven by Hatred",
          "status": "manual",
          "text": "Each time this model makes an attack that targets an enemy unit that is Below Half-strength, you can re-roll the Hit roll and you can re-roll the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000002352",
      "leader": "Technomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000002352",
          "source": "Technomancer",
          "name": "Rites of Reanimation"
        }
      ],
      "coverage": [
        {
          "source": "Technomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Technomancer",
          "name": "Rites of Reanimation",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Technomancer",
          "name": "Technomancer",
          "status": "manual",
          "text": "At the end of your Movement phase, you can select one friendly NECRONS model within 6\" of the bearer. That model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn."
        }
      ]
    },
    {
      "leaderId": "000002352",
      "leader": "Technomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000002352",
          "source": "Technomancer",
          "name": "Rites of Reanimation"
        }
      ],
      "coverage": [
        {
          "source": "Technomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Technomancer",
          "name": "Rites of Reanimation",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Technomancer",
          "name": "Technomancer",
          "status": "manual",
          "text": "At the end of your Movement phase, you can select one friendly NECRONS model within 6\" of the bearer. That model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn."
        }
      ]
    },
    {
      "leaderId": "000002352",
      "leader": "Technomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000546",
      "bodyguard": "Canoptek Wraiths",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000002352",
          "source": "Technomancer",
          "name": "Rites of Reanimation"
        }
      ],
      "coverage": [
        {
          "source": "Technomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Technomancer",
          "name": "Rites of Reanimation",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Technomancer",
          "name": "Technomancer",
          "status": "manual",
          "text": "At the end of your Movement phase, you can select one friendly NECRONS model within 6\" of the bearer. That model regains up to D3 lost wounds. Each model can only be selected for this ability once per turn."
        }
      ]
    },
    {
      "leaderId": "000002353",
      "leader": "Psychomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Psychomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Psychomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Psychomancer",
          "name": "Nightmare Shroud (Aura)",
          "status": "manual",
          "text": "In the Battle-Shock step of your opponent's Command phase, if an enemy unit that is below its Starting Strength is within 6\" of this model, that enemy unit must take a Battle-Shock test, subtracting 1 from the test when it does so."
        },
        {
          "source": "Psychomancer",
          "name": "Harbinger of Despair",
          "status": "manual",
          "text": "Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18\" of this model. That unit must take a Battle-Shock test, subtracting 1 from the test when it does so."
        }
      ]
    },
    {
      "leaderId": "000002353",
      "leader": "Psychomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Psychomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Psychomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Psychomancer",
          "name": "Nightmare Shroud (Aura)",
          "status": "manual",
          "text": "In the Battle-Shock step of your opponent's Command phase, if an enemy unit that is below its Starting Strength is within 6\" of this model, that enemy unit must take a Battle-Shock test, subtracting 1 from the test when it does so."
        },
        {
          "source": "Psychomancer",
          "name": "Harbinger of Despair",
          "status": "manual",
          "text": "Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18\" of this model. That unit must take a Battle-Shock test, subtracting 1 from the test when it does so."
        }
      ]
    },
    {
      "leaderId": "000002354",
      "leader": "Chronomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chronomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chronomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Chronomancer",
          "name": "Timesplinter Mantle",
          "status": "manual",
          "text": "This unit has Stealth. Melee attacks that target this unit have ‐1 to hit rolls."
        },
        {
          "source": "Chronomancer",
          "name": "Chronometron",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 5\" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge."
        }
      ]
    },
    {
      "leaderId": "000002354",
      "leader": "Chronomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chronomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chronomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Chronomancer",
          "name": "Timesplinter Mantle",
          "status": "manual",
          "text": "This unit has Stealth. Melee attacks that target this unit have ‐1 to hit rolls."
        },
        {
          "source": "Chronomancer",
          "name": "Chronometron",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, if it is not within Engagement Range of any enemy units, that unit can make a Normal move of up to 5\" as if it were your Movement phase. If it does, until the end of the turn, that unit is not eligible to declare a charge."
        }
      ]
    },
    {
      "leaderId": "000001581",
      "leader": "Master Of Possession",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Possession",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Possession",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Possession",
          "name": "Daemonkin (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Master Of Possession",
          "name": "Sacrificial Dagger",
          "status": "manual",
          "text": "Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model's unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000003943",
      "leader": "Primaris Psyker",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003949",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000925",
      "leader": "Huron Blackheart",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Huron Blackheart",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Huron Blackheart",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Huron Blackheart",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Huron Blackheart",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Huron Blackheart",
          "name": "Lord of Badab (Aura)",
          "status": "manual",
          "text": "While a friendly Heretic Astartes Infantry unit (excluding Battle-shocked units and Damned units) is within 6\" of this model, add 1 to the Objective Control characteristic of models in that unit."
        },
        {
          "source": "Huron Blackheart",
          "name": "Hamadrya’s Knowledge (Psychic)",
          "status": "manual",
          "text": "Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 8\" of this model's unit, if this model's unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3\"."
        }
      ]
    },
    {
      "leaderId": "000000928",
      "leader": "Fabius Bile",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002571",
      "bodyguard": "Accursed Cultists",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fabius Bile",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Fabius Bile",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fabius Bile",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Fabius Bile",
          "name": "Enhanced Warriors",
          "status": "manual",
          "text": "If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit."
        },
        {
          "source": "Fabius Bile",
          "name": "Surgeon Acolyte",
          "status": "manual",
          "text": "Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE , you can change the Damage characteristic of that attack to 0."
        },
        {
          "source": "Fabius Bile",
          "name": "Chirurgeon",
          "status": "manual",
          "text": "The first time this unit's FABIUS BILE model is destroyed, at the end of the phase, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000001589",
      "leader": "Infernal Enrapturess",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001142",
      "bodyguard": "Daemonettes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Infernal Enrapturess",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Infernal Enrapturess",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Infernal Enrapturess",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Infernal Enrapturess",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Infernal Enrapturess",
          "name": "Harmonic Alignment",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return D3 destroyed Bodyguard models to that unit.",
          "leading": true
        },
        {
          "source": "Infernal Enrapturess",
          "name": "Discordant Disruption (Aura)",
          "status": "manual",
          "text": "While an enemy PSYKER unit is within 12\" of this model, Psychic weapons equipped by models in that unit have the [HAZARDOUS] ability."
        }
      ]
    },
    {
      "leaderId": "000004072",
      "leader": "Sorcerer In Terminator Armour",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004043",
      "bodyguard": "Chaos Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Chaos Familiar",
          "status": "manual",
          "text": "Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Warptime (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Death Hex (Psychic)",
          "status": "manual",
          "text": "At the start of your Shooting phase, one Psyker with this ability can use it. If it does, select one enemy unit within 12\" of and visible to that PSYKER and roll one D6: on a 1, that PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004174",
      "bodyguard": "Aquila Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002520",
      "leader": "Knight-Centura",
      "faction": "AC",
      "slot": "support",
      "bodyguardId": "000004252",
      "bodyguard": "Prosecutor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Knight-Centura",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Knight-Centura",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Knight-Centura",
          "name": "Daughters of the Abyss",
          "status": "manual",
          "text": "Friendly Anathema Psykana units with this ability have Feel No Pain 3+ against psychic attacks . Friendly ANATHEMA PSYKANA units with this ability have the following ability: Psychic Null (Aura): Friendly Adeptus Custodes units within 6\" of this unit have Feel No Pain 5+ against psychic attacks ."
        },
        {
          "source": "Knight-Centura",
          "name": "Seeker’s Instincts",
          "status": "manual",
          "text": "This unit has +2\" M . This unit can re-roll advance rolls and charge rolls."
        },
        {
          "source": "Knight-Centura",
          "name": "Corner the Quarry",
          "status": "manual",
          "text": "When an enemy unit (excluding MONSTER / VEHICLE units) engaged with this unit makes a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is battle-shocked, -1 from those hazard rolls."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003825",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004190",
      "leader": "Masters of the Maelstrom",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Masters of the Maelstrom",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Choice Samples",
          "status": "manual",
          "text": "While this unit's Garreon the Corpsemaster is on the battlefield, in your Command phase, select one of the following: you can return 1 destroyed model (excluding CHARACTER models) to this unit, or, if one or more Heretic Astartes Infantry units from your army are below Starting Strength and within 3\" of this unit, you gain 1CP."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Fleet Command",
          "status": "manual",
          "text": "After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield) select up to three HERETIC ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Plunder",
          "status": "manual",
          "text": "Once per battle, after this unit ends a Normal move, you can select one visible enemy unit within 12\" of it and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002685",
      "bodyguard": "Exaction Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000002701",
      "leader": "Captain In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001159",
      "bodyguard": "Incursor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Tactical Fluidity (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6\". Or: At the end of your opponent's Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000004238",
      "leader": "Clanblade",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000004235",
      "bodyguard": "Dragon Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Clanblade",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Clanblade",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Clanblade",
          "name": "Blade of the Clans",
          "status": "manual",
          "text": "This unit's melee attacks have [Sustained Hits 1]."
        },
        {
          "source": "Clanblade",
          "name": "Cornered Prey",
          "status": "manual",
          "text": "When an enemy unit engaged with this unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is battle-shocked, -1 from those hazard rolls."
        }
      ]
    },
    {
      "leaderId": "000004135",
      "leader": "Execrator",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Execrator",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Execrator",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Execrator",
          "name": "Remorseless Persecution",
          "status": "manual",
          "text": "In your Movement phase, when this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge."
        },
        {
          "source": "Execrator",
          "name": "Condemnatory Annihilation",
          "status": "manual",
          "text": "After this unit has fought, if this unit destroyed an enemy model this phase, each enemy unit engaged with this unit makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003824",
      "bodyguard": "Proteus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004049",
      "leader": "Rogue Psyker",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004052",
      "bodyguard": "Accursed Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000013",
      "leader": "Painboy",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Painboy",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Painboy",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Painboy",
          "name": "Crude Surgery",
          "status": "manual",
          "text": "In your Command phase, this unit heals 3 wounds."
        },
        {
          "source": "Painboy",
          "name": "Catch Dat Red Bit (Once per battle, per unit)",
          "status": "manual",
          "text": "When this model uses its Crude Surgery ability, you can add D3 to the number of wounds healed. Place a Grot Orderly token next to the unit, removing it when this ability is used."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000899",
      "leader": "Canoness",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness",
          "name": "The Emperor’s Grace",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save."
        },
        {
          "source": "Canoness",
          "name": "Null Rod",
          "status": "manual",
          "text": "Models in the bearer's unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks."
        },
        {
          "source": "Canoness",
          "name": "Rod of Office",
          "status": "manual",
          "text": "Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1."
        },
        {
          "source": "Canoness",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003826",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000000901",
      "leader": "Hospitaller",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000901",
          "source": "Hospitaller",
          "name": "Medicus Ministorum"
        }
      ],
      "coverage": [
        {
          "source": "Hospitaller",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hospitaller",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Hospitaller",
          "name": "Medicus Ministorum",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Hospitaller",
          "name": "Sacred Healing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003824",
      "bodyguard": "Proteus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000002472",
      "leader": "Palatine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002472",
          "source": "Palatine",
          "name": "Fury of the Righteous"
        }
      ],
      "coverage": [
        {
          "source": "Palatine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Palatine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Palatine",
          "name": "Fury of the Righteous",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Palatine",
          "name": "Rapturous Blows",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage."
        }
      ]
    },
    {
      "leaderId": "000002519",
      "leader": "Valerian",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004260",
      "bodyguard": "Sagittarum Custodians Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Valerian",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Valerian",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Valerian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Valerian",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Valerian",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Valerian",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Valerian",
          "name": "Golden Laurels",
          "status": "manual",
          "text": "Attacks that target this unit have -1 AP ."
        },
        {
          "source": "Valerian",
          "name": "Hero of Lion's Gate (Once per battle, per unit)",
          "status": "manual",
          "text": "After making a hit roll, wound roll or save roll for this model, you can change the result to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000002794",
      "leader": "High Marshal Helbrecht",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "High Marshal Helbrecht",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "High Marshal",
          "status": "manual",
          "text": "At the start of the Fight phase, select up to one enemy unit engaged with this unit and roll one D6: On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4-5, that enemy unit suffers 3 mortal wounds . On a 6+, that enemy unit suffers D3+3 mortal wounds ."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Crusade of Wrath",
          "status": "manual",
          "text": "This unit's melee attacks have: +1 A . +1 S ."
        }
      ]
    },
    {
      "leaderId": "000003872",
      "leader": "Watch Captain Artemis",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed , unengaged with 3 wounds remaining."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        }
      ]
    },
    {
      "leaderId": "000001172",
      "leader": "Captain In Gravis Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004249",
      "bodyguard": "Eradicator Squad with Melta Rifles",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Gravis Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Refuse to Yield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000004242",
      "leader": "Nazdreg",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000024",
      "bodyguard": "Meganobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Nazdreg",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Nazdreg",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Nazdreg",
          "name": "Da Boss",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Nazdreg",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Nazdreg",
          "name": "Intimidating Motivation (Once per battle round, per army)",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly ORKS unit within 6\" of this unit. That unit: Is no longer battle-shocked. Is riled up until the start of your next turn."
        },
        {
          "source": "Nazdreg",
          "name": "Nazdreg’s Know-wotz",
          "status": "manual",
          "text": "This unit has Deep Strike. This unit's ranged attacks have [Ignores Cover]."
        },
        {
          "source": "Nazdreg",
          "name": "Supreme Kunnin’ (Once per phase, per army)",
          "status": "manual",
          "text": "In your opponent's Movement phase, when an enemy unit ends a move within 8\" of this unit, if this unit is unengaged, this unit can: Make a normal move of up to D6\". Or: If this unit is riled up, make a normal move of up to 5\"."
        }
      ]
    },
    {
      "leaderId": "000004187",
      "leader": "Captain Titus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain Titus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Captain Titus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain Titus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain Titus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain Titus",
          "name": "Press the Attack",
          "status": "manual",
          "text": "This unit's melee attacks have: [Sustained Hits 1: non-Monster/vehicle]. Or: If the assault doctrine is active for this unit, [Sustained Hits 1]."
        },
        {
          "source": "Captain Titus",
          "name": "Righteous Fury (Once per battle, per army)",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, this unit's melee attacks have +1 S , and when this unit has fought: This model heals D3 wounds. Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds."
        },
        {
          "source": "Captain Titus",
          "name": "Honour of Ultramar",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004174",
      "bodyguard": "Aquila Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000004130",
      "leader": "Wolf Guard Battle Leader",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004131",
      "bodyguard": "Wolf Guard Headtakers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Tempered Ferocity",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]. This unit's attacks that target an enemy unit within 6\" of this unit can re-roll hit rolls of 1."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Heroic Last Stand",
          "status": "manual",
          "text": "In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000004244",
      "leader": "Ciaphas Cain",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ciaphas Cain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Hero of the Imperium (Aura)",
          "status": "manual",
          "text": "While a friendly ASTRA MILITARUM unit is within 6\" of this model, that unit can re-roll battle-shock rolls."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Trapped by Excuses",
          "status": "manual",
          "text": "In the Deploy Armies step, you must set this unit up on the battlefield or embarked within a TRANSPORT unit that is set up on the battlefield. Abilities that allow you to redeploy a unit or place a unit in strategic reserves cannot affect this unit or a TRANSPORT unit this unit is embarked within."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Psychic Blank",
          "status": "manual",
          "text": "This model has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Unparalleled Luck (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of a phase, you can use this ability. If you do, this model has 2+ InSv."
        },
        {
          "source": "Ciaphas Cain",
          "name": "EMBARKING",
          "status": "manual",
          "text": "While embarked within a TRANSPORT, this model takes up the space of 2 models."
        },
        {
          "source": "Ciaphas Cain",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to REGIMENT units. This OFFICER can only issue the Duty and Honour! , Move! Move! Move! and Take Cover! Orders."
        }
      ]
    },
    {
      "leaderId": "000002677",
      "leader": "Ancient In Terminator Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000003873",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Never Shall the Standard Fall",
          "status": "manual",
          "text": "While this unit is within range of an objective, attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000000004",
      "leader": "Weirdboy",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Weirdboy",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Weirdboy",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Weirdboy",
          "name": "Unstable Energies",
          "status": "manual",
          "text": "Orks Psyker units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ORKS PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Weirdboy",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Weirdboy",
          "name": "Waaagh! Energy (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section (see above)."
        },
        {
          "source": "Weirdboy",
          "name": "Da Jump (psychic level 1, once per army, per battle round)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Place this unit in strategic reserves. This unit has Deep Strike."
        },
        {
          "source": "Weirdboy",
          "name": "Warpath (psychic level 1)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's melee attacks can re-roll wound rolls of 1. This unit's melee attacks have [Psychic]."
        }
      ]
    },
    {
      "leaderId": "000003872",
      "leader": "Watch Captain Artemis",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed , unengaged with 3 wounds remaining."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000004167",
      "leader": "Suboden Khan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002712",
      "bodyguard": "Outrider Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Suboden Khan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Suboden Khan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Suboden Khan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Suboden Khan",
          "name": "Spear of Chogoris",
          "status": "manual",
          "text": "This unit's ranged attacks have [Assault]. When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge. If the assault doctrine is active for this unit, this unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Suboden Khan",
          "name": "Skilled Riders",
          "status": "manual",
          "text": "This unit has Mobile."
        }
      ]
    },
    {
      "leaderId": "000002473",
      "leader": "Tor Garadon",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001177",
      "bodyguard": "Heavy Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tor Garadon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tor Garadon",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Tor Garadon",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Tor Garadon",
          "name": "Siege Captain",
          "status": "manual",
          "text": "This model's attacks that target a FORTIFICATION / MONSTER / VEHICLE unit have +2 S , AP and D ."
        },
        {
          "source": "Tor Garadon",
          "name": "Signum Array",
          "status": "manual",
          "text": "In your Shooting phase, you can select one visible enemy unit within 18\" of this unit. That enemy unit cannot have the benefit of cover."
        }
      ]
    },
    {
      "leaderId": "000000406",
      "leader": "Commander Farsight",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003701",
      "bodyguard": "Crisis Starscythe Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander Farsight",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander Farsight",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander Farsight",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander Farsight",
          "name": "Way of the Short Blade",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit within 9\", add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Commander Farsight",
          "name": "Puretide's Teachings",
          "status": "manual",
          "text": "Once per battle round, you can target this model's unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Commander Farsight",
          "name": "INDEPENDENT POWER",
          "status": "manual",
          "text": "If your army includes COMMANDER FARSIGHT , it cannot include any Ethereal units. If your army includes any ETHEREAL units, it cannot include COMMANDER FARSIGHT ."
        }
      ]
    },
    {
      "leaderId": "000000140",
      "leader": "Techmarine",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Techmarine",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative."
        },
        {
          "source": "Techmarine",
          "name": "Blessings of the Omnissiah",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000002569",
      "leader": "Dark Commune",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000001601",
      "bodyguard": "Negavolt Cultists",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000002478",
      "leader": "Skitarii Marshal",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000001526",
      "bodyguard": "Secutarii Peltasts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000002478",
          "source": "Skitarii Marshal",
          "name": "Control Edict"
        }
      ],
      "coverage": [
        {
          "source": "Skitarii Marshal",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Control Edict",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Skitarii Marshal",
          "name": "Servo-skull Uplink",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000003845",
      "leader": "Dark Commune",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003850",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000000936",
      "leader": "Dark Apostle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000946",
      "bodyguard": "Cultist Mob",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000002792",
      "leader": "Chaplain Grimaldus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 4,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain Grimaldus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Temple Relics",
          "status": "manual",
          "text": "At the start of your Command phase, if this unit contains one or more Cenobyte Servitor models, select up to one of the abilities in the Temple Relics section. Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Faithful Cenobytes",
          "status": "manual",
          "text": "If this unit's Chaplain Grimaldus model is destroyed, this unit's remaining Cenobyte Servitor models are also destroyed . Each Cenobyte Servitor model in this unit takes up 0 transport capacity."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Litanies of the Devout",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Banner of the Emperor Victorious",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Column from the Major Altar",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Water from the Stoup of Elucidation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 AP ."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000002100",
      "leader": "Adrax Agatone",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Adrax Agatone",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Adrax Agatone",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Adrax Agatone",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Adrax Agatone",
          "name": "Lord of the Pyroclasts",
          "status": "manual",
          "text": "While an enemy unit is engaged with this unit, that enemy unit has -1 OC ."
        },
        {
          "source": "Adrax Agatone",
          "name": "Unto the Anvil",
          "status": "manual",
          "text": "This unit's melee attacks can: Re-roll wound rolls of 1. Or: If the assault doctrine is active for this unit, re-roll wound rolls ."
        }
      ]
    },
    {
      "leaderId": "000003831",
      "leader": "Blood Angels Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blood Angels Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        }
      ]
    },
    {
      "leaderId": "000002478",
      "leader": "Skitarii Marshal",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000004212",
      "bodyguard": "Hastarii Fusiliers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000002478",
          "source": "Skitarii Marshal",
          "name": "Control Edict"
        }
      ],
      "coverage": [
        {
          "source": "Skitarii Marshal",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Control Edict",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Skitarii Marshal",
          "name": "Servo-skull Uplink",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000004068",
      "leader": "Sorcerer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004044",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer",
          "name": "Prescience (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Sorcerer",
          "name": "Gift of Chaos (Psychic)",
          "status": "manual",
          "text": "Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002726",
      "leader": "Vulkan He’stan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Vulkan He’stan",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Seeker of the Unfound",
          "status": "manual",
          "text": "The first time this model is set up on the battlefield, select one objective on the battlefield. While this model is within range of that objective , this model has: 10 OC . 5+ Ld . Feel No Pain 4+."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Forgefather",
          "status": "manual",
          "text": "In your Shooting phase, select one visible enemy unit within 24\" of this model. Friendly ADEPTUS ASTARTES units' [Melta]/[Torrent] attacks that target that enemy unit have +2 S ."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001177",
      "bodyguard": "Heavy Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000004045",
      "leader": "Cultist Firebrand",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004050",
      "bodyguard": "Cultist Mob",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000004188",
      "leader": "Wardens of Ultramar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wardens of Ultramar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Strategium Command",
          "status": "manual",
          "text": "When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS ASTARTES units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves ."
        }
      ]
    },
    {
      "leaderId": "000000140",
      "leader": "Techmarine",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Techmarine",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative."
        },
        {
          "source": "Techmarine",
          "name": "Blessings of the Omnissiah",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000000219",
      "leader": "Belial",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Belial",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Belial",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Belial",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Belial",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Belial",
          "name": "Grand Master of the Deathwing",
          "status": "manual",
          "text": "This unit's attacks that target an enemy CHARACTER unit have +1 to wound rolls."
        },
        {
          "source": "Belial",
          "name": "Strikes of Retribution",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002794",
      "leader": "High Marshal Helbrecht",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "High Marshal Helbrecht",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "High Marshal",
          "status": "manual",
          "text": "At the start of the Fight phase, select up to one enemy unit engaged with this unit and roll one D6: On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4-5, that enemy unit suffers 3 mortal wounds . On a 6+, that enemy unit suffers D3+3 mortal wounds ."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Crusade of Wrath",
          "status": "manual",
          "text": "This unit's melee attacks have: +1 A . +1 S ."
        }
      ]
    },
    {
      "leaderId": "000000900",
      "leader": "Imagifier",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000908",
      "bodyguard": "Retributor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "sv",
          "value": 2,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        },
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        }
      ],
      "coverage": [
        {
          "source": "Imagifier",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imagifier",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Imagifier",
          "name": "Litany of Deeds",
          "status": "manual",
          "text": "Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12\" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool."
        },
        {
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000158",
      "leader": "Sanguinary Priest",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002270",
      "bodyguard": "Desolation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sanguinary Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Blood Chalice",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Narthecium (Once per turn, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000002482",
      "leader": "Dogmata",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dogmata",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dogmata",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dogmata",
          "name": "Executioner of Heretics (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, worsen the Leadership characteristic of models in that unit by 1."
        },
        {
          "source": "Dogmata",
          "name": "Unflinching Determination",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002270",
      "bodyguard": "Desolation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000000140",
      "leader": "Techmarine",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Techmarine",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative."
        },
        {
          "source": "Techmarine",
          "name": "Blessings of the Omnissiah",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003826",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000004244",
      "leader": "Ciaphas Cain",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ciaphas Cain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Hero of the Imperium (Aura)",
          "status": "manual",
          "text": "While a friendly ASTRA MILITARUM unit is within 6\" of this model, that unit can re-roll battle-shock rolls."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Trapped by Excuses",
          "status": "manual",
          "text": "In the Deploy Armies step, you must set this unit up on the battlefield or embarked within a TRANSPORT unit that is set up on the battlefield. Abilities that allow you to redeploy a unit or place a unit in strategic reserves cannot affect this unit or a TRANSPORT unit this unit is embarked within."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Psychic Blank",
          "status": "manual",
          "text": "This model has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Unparalleled Luck (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of a phase, you can use this ability. If you do, this model has 2+ InSv."
        },
        {
          "source": "Ciaphas Cain",
          "name": "EMBARKING",
          "status": "manual",
          "text": "While embarked within a TRANSPORT, this model takes up the space of 2 models."
        },
        {
          "source": "Ciaphas Cain",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to REGIMENT units. This OFFICER can only issue the Duty and Honour! , Move! Move! Move! and Take Cover! Orders."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000003848",
      "leader": "Rogue Psyker",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003849",
      "bodyguard": "Cultist Mob",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002701",
      "leader": "Captain In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001160",
      "bodyguard": "Scout Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Tactical Fluidity (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6\". Or: At the end of your opponent's Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000003707",
      "leader": "Big Mek",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000021",
      "bodyguard": "Nobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek",
          "name": "Shokk-boosta",
          "status": "manual",
          "text": "In your Movement phase, when this unit is selected to make an advance move, you can use this ability. If you do: This unit can change that advance roll to a 6. This unit can move through all types of model. When this unit ends that advance move , make a hazard roll for each model in this unit."
        }
      ]
    },
    {
      "leaderId": "000000157",
      "leader": "Astorath",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002737",
      "bodyguard": "Death Company Marines With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Astorath",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Astorath",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Astorath",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Astorath",
          "name": "Redeemer of the Lost",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6, with +1 to that roll if that model was engaged with an enemy unit with a T greater than or equal to this unit's T : On a 4+, do not remove that model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield."
        },
        {
          "source": "Astorath",
          "name": "Mass of Doom",
          "status": "manual",
          "text": "If this unit made a charge move this turn, this unit's melee attacks have [DEVASTATING WOUNDS: non-MONSTER/VEHICLE]."
        }
      ]
    },
    {
      "leaderId": "000002530",
      "leader": "Lieutenant In Phobos Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000128",
      "bodyguard": "Infiltrator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        }
      ]
    },
    {
      "leaderId": "000001466",
      "leader": "Horticulous Slimux",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001134",
      "bodyguard": "Beasts Of Nurgle",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Horticulous Slimux",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Horticulous Slimux",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Horticulous Slimux",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Horticulous Slimux",
          "name": "Beast Handler",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll charge rolls made for that unit. In addition, once per battle, you can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase.",
          "leading": true
        },
        {
          "source": "Horticulous Slimux",
          "name": "Seed the Garden of Nurgle",
          "status": "manual",
          "text": "At the end of your Movement phase, if this model is within one Area Terrain feature, until the end of the battle, that AREA TERRAIN feature is considered to be within your army's Shadow of Chaos."
        }
      ]
    },
    {
      "leaderId": "000004184",
      "leader": "Cato Sicarius",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004185",
      "bodyguard": "Victrix Honour Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cato Sicarius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cato Sicarius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Cato Sicarius",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Cato Sicarius",
          "name": "Captain of the Honour Guard",
          "status": "manual",
          "text": "If your army includes a Marneus Calgar unit, replace this unit's Leader ability with the Support ability (this unit can still be attached to the same units)."
        },
        {
          "source": "Cato Sicarius",
          "name": "Knight Champion of Macragge (Once per phase, per army)",
          "status": "manual",
          "text": "In your opponent's Movement phase, when an enemy unit ends a move within 8\" of this unit, if this unit is unengaged, this unit can make a normal move of up to 6\"."
        },
        {
          "source": "Cato Sicarius",
          "name": "Honour or Death",
          "status": "manual",
          "text": "When you target this unit with the Heroic Intervention stratagem , that use is -1 CP."
        }
      ]
    },
    {
      "leaderId": "000003707",
      "leader": "Big Mek",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000020",
      "bodyguard": "Tankbustas",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek",
          "name": "Shokk-boosta",
          "status": "manual",
          "text": "In your Movement phase, when this unit is selected to make an advance move, you can use this ability. If you do: This unit can change that advance roll to a 6. This unit can move through all types of model. When this unit ends that advance move , make a hazard roll for each model in this unit."
        }
      ]
    },
    {
      "leaderId": "000004173",
      "leader": "Inquisitor Ostromandeus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002683",
      "bodyguard": "Vigilant Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this unit is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Ward Against the Malefic Arts",
          "status": "manual",
          "text": "While this unit is leading a unit, each time a Psychic Attack targets that unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-cast Proclamations (Aura)",
          "status": "manual",
          "text": "Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12\" of this unit's Inquisitor Ostromandeus model, increase the cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-skull",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one enemy unit (excluding MONSTERS and VEHICLES ) within 12\" of the bearer. That unit must take a Battle-shock test; if that test is failed, until the end of your next turn, that unit cannot have the Benefit of Cover. Designer's Note: Place a vox-skull token next to the unit, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000001600",
      "leader": "Rogue Psyker",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003713",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004231",
      "bodyguard": "Eradicator Squad with Heavy Bolters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000004248",
      "leader": "Kaius Konorius",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kaius Konorius",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kaius Konorius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kaius Konorius",
          "name": "Veteran Bodyguard",
          "status": "manual",
          "text": "While this model is attached to a unit, other CHARACTER models in this unit have Feel No Pain 4+.",
          "leading": true
        },
        {
          "source": "Kaius Konorius",
          "name": "Calgar’s Champion",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000002726",
      "leader": "Vulkan He’stan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Vulkan He’stan",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Seeker of the Unfound",
          "status": "manual",
          "text": "The first time this model is set up on the battlefield, select one objective on the battlefield. While this model is within range of that objective , this model has: 10 OC . 5+ Ld . Feel No Pain 4+."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Forgefather",
          "status": "manual",
          "text": "In your Shooting phase, select one visible enemy unit within 24\" of this model. Friendly ADEPTUS ASTARTES units' [Melta]/[Torrent] attacks that target that enemy unit have +2 S ."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002683",
      "bodyguard": "Vigilant Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000000889",
      "leader": "Primaris Psyker",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001536",
      "leader": "Big Mek With Shokk Attack Gun",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000021",
      "bodyguard": "Nobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Support Shokka",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Orks Infantry unit (excluding BIG MEK WITH SHOKK ATTACK GUN units), this model has Lone Operative."
        }
      ]
    },
    {
      "leaderId": "000003848",
      "leader": "Rogue Psyker",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003851",
      "bodyguard": "Accursed Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002100",
      "leader": "Adrax Agatone",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Adrax Agatone",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Adrax Agatone",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Adrax Agatone",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Adrax Agatone",
          "name": "Lord of the Pyroclasts",
          "status": "manual",
          "text": "While an enemy unit is engaged with this unit, that enemy unit has -1 OC ."
        },
        {
          "source": "Adrax Agatone",
          "name": "Unto the Anvil",
          "status": "manual",
          "text": "This unit's melee attacks can: Re-roll wound rolls of 1. Or: If the assault doctrine is active for this unit, re-roll wound rolls ."
        }
      ]
    },
    {
      "leaderId": "000002530",
      "leader": "Lieutenant In Phobos Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001159",
      "bodyguard": "Incursor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        }
      ]
    },
    {
      "leaderId": "000002473",
      "leader": "Tor Garadon",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002099",
      "bodyguard": "Aggressor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tor Garadon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tor Garadon",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Tor Garadon",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Tor Garadon",
          "name": "Siege Captain",
          "status": "manual",
          "text": "This model's attacks that target a FORTIFICATION / MONSTER / VEHICLE unit have +2 S , AP and D ."
        },
        {
          "source": "Tor Garadon",
          "name": "Signum Array",
          "status": "manual",
          "text": "In your Shooting phase, you can select one visible enemy unit within 18\" of this unit. That enemy unit cannot have the benefit of cover."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000000060",
      "leader": "Apothecary Biologis",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002781",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary Biologis",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Vivispectral Analysis Targeting",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-Vehicle]."
        }
      ]
    },
    {
      "leaderId": "000002793",
      "leader": "Castellan",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Castellan",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Castellan",
          "name": "Vehement Aggression",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, make a leadership roll for this unit: This unit's melee attacks can re-roll hit rolls of 1. Or: If that roll succeeds: This unit's melee attacks: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000003831",
      "leader": "Blood Angels Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blood Angels Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        }
      ]
    },
    {
      "leaderId": "000002677",
      "leader": "Ancient In Terminator Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000230",
      "bodyguard": "Deathwing Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Never Shall the Standard Fall",
          "status": "manual",
          "text": "While this unit is within range of an objective, attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000002793",
      "leader": "Castellan",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Castellan",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Castellan",
          "name": "Vehement Aggression",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, make a leadership roll for this unit: This unit's melee attacks can re-roll hit rolls of 1. Or: If that roll succeeds: This unit's melee attacks: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002478",
      "leader": "Skitarii Marshal",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000004211",
      "bodyguard": "Hastarii Exterminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000002478",
          "source": "Skitarii Marshal",
          "name": "Control Edict"
        }
      ],
      "coverage": [
        {
          "source": "Skitarii Marshal",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Control Edict",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Skitarii Marshal",
          "name": "Servo-skull Uplink",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000000001",
      "leader": "Warboss",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warboss",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warboss",
          "name": "Da Boss",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Warboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Warboss",
          "name": "Boss’ Ammo Runt (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this model's ranged attacks have +1 to hit rolls. Place a Boss' Ammo Runt token next to the unit, removing it when this ability is used."
        },
        {
          "source": "Warboss",
          "name": "Might Is Right",
          "status": "manual",
          "text": "If this unit made a charge move this turn, this model's melee attacks have: +3 A . +2 S ."
        },
        {
          "source": "Warboss",
          "name": "Intimidating Motivation (Once per battle round, per army)",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly ORKS unit within 6\" of this unit. That unit: Is no longer battle-shocked. Is riled up until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000218",
      "leader": "Azrael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Azrael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Azrael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Azrael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Azrael",
          "name": "Masterful Tactician",
          "status": "manual",
          "text": "In your Movement phase, select up to one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Azrael",
          "name": "Supreme Grand Master",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Azrael",
          "name": "Watcher in the Dark (Once per battle, per unit)",
          "status": "manual",
          "text": "In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Azrael",
          "name": "The Lion Helm",
          "status": "manual",
          "text": "This unit has 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000901",
      "leader": "Hospitaller",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000002507",
      "bodyguard": "Sisters Novitiate Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000901",
          "source": "Hospitaller",
          "name": "Medicus Ministorum"
        }
      ],
      "coverage": [
        {
          "source": "Hospitaller",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hospitaller",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Hospitaller",
          "name": "Medicus Ministorum",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Hospitaller",
          "name": "Sacred Healing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000000587",
      "leader": "Warlock Skyrunners",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000000591",
      "bodyguard": "Windriders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warlock Skyrunners",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warlock Skyrunners",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Warlock Skyrunners",
          "name": "Runes of Battle (Psychic)",
          "status": "manual",
          "text": "Weapons equipped by models in this unit have the [IGNORES COVER] ability."
        },
        {
          "source": "Warlock Skyrunners",
          "name": "Psychic Communion (Psychic)",
          "status": "manual",
          "text": "Each time this unit is selected to shoot, for each Warlock model in this unit, until the end of the phase, add 1 to the Attacks and Strength characteristics of that model's Destructor weapon for each other friendly Aeldari Psyker model within 6\" of that model (to a maximum of +2)."
        }
      ]
    },
    {
      "leaderId": "000000079",
      "leader": "Librarian In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Might of Heroes (psychic level 1)",
          "status": "manual",
          "text": "In the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's melee attacks have +2 S ."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Thunderous Force (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's ranged attacks have +6\" R ."
        }
      ]
    },
    {
      "leaderId": "000000934",
      "leader": "Chaos Lord On Palanquin Of Nurgle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Revolting Regeneration",
          "status": "manual",
          "text": "At the start of your Command phase, this model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000004212",
      "bodyguard": "Hastarii Fusiliers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000000900",
      "leader": "Imagifier",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "sv",
          "value": 2,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        },
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        }
      ],
      "coverage": [
        {
          "source": "Imagifier",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imagifier",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Imagifier",
          "name": "Litany of Deeds",
          "status": "manual",
          "text": "Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12\" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool."
        },
        {
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000317",
      "leader": "Arjac Rockfist",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Arjac Rockfist",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Champion of the Kingsguard",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Anvil of Endurance",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is then removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000000115",
      "leader": "Chaplain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Zealous Fortitude",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000003947",
      "leader": "Hell’s Last",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003948",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Hell’s Last",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hell’s Last",
          "name": "Heroic Example",
          "status": "manual",
          "text": "While this unit's Minka Lesk model is on the battlefield, each time a model in this unit makes an attack, you can re-roll the Hit roll."
        },
        {
          "source": "Hell’s Last",
          "name": "Lesk’s Heroes",
          "status": "manual",
          "text": "Add 1 to the Leadership characteristic of models in this unit and you can re-roll Battle-shock and Leadership tests taken for this unit."
        },
        {
          "source": "Hell’s Last",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 2 Orders to Regiment units."
        },
        {
          "source": "Hell’s Last",
          "name": "Regimental Banner",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Hell’s Last",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000374",
      "leader": "Grand Master Voldus",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000384",
      "bodyguard": "Paladin Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Grand Master Voldus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Grand Master Voldus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Grand Master Voldus",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Grand Master Voldus",
          "name": "Sanctuary (Psychic)",
          "status": "manual",
          "text": "This unit has Stealth. Melee attacks that target this unit have ‐1 to hit rolls."
        },
        {
          "source": "Grand Master Voldus",
          "name": "Hammer Aflame (Psychic)",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can select one enemy unit within Engagement Range of this model's unit and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000375",
      "leader": "Grand Master",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000382",
      "bodyguard": "Brotherhood Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Grand Master",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Grand Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Grand Master",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Grand Master",
          "name": "Warrior Strategist",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Grand Master",
          "name": "Might of Titan (Psychic)",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks and Strength characteristics of melee weapons equipped by this model."
        }
      ]
    },
    {
      "leaderId": "000000376",
      "leader": "Brother-captain",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000384",
      "bodyguard": "Paladin Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000000376",
          "source": "Brother-captain",
          "name": "Hammerhand (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Brother-captain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brother-captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brother-captain",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brother-captain",
          "name": "Hammerhand (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Brother-captain",
          "name": "Eye of Judgement (Psychic)",
          "status": "manual",
          "text": "Each time this model makes an attack, you can re-roll the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003825",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000000379",
      "leader": "Brotherhood Champion",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000381",
      "bodyguard": "Strike Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Champion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Champion",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Champion",
          "name": "Clarion of Haste (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced.",
          "leading": true
        },
        {
          "source": "Brotherhood Champion",
          "name": "Inspiring Exemplar",
          "status": "manual",
          "text": "Each time this model destroys an enemy CHARACTER model in the Fight phase, you gain 1CP and until the end of the battle, add 1 to the Attacks characteristic of its Nemesis force weapon."
        }
      ]
    },
    {
      "leaderId": "000000379",
      "leader": "Brotherhood Champion",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000388",
      "bodyguard": "Purgation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Champion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Champion",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Champion",
          "name": "Clarion of Haste (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it Advanced.",
          "leading": true
        },
        {
          "source": "Brotherhood Champion",
          "name": "Inspiring Exemplar",
          "status": "manual",
          "text": "Each time this model destroys an enemy CHARACTER model in the Fight phase, you gain 1CP and until the end of the battle, add 1 to the Attacks characteristic of its Nemesis force weapon."
        }
      ]
    },
    {
      "leaderId": "000000380",
      "leader": "Castellan Crowe",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000383",
      "bodyguard": "Purifier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "weaponStat",
          "stat": "a",
          "value": 1,
          "filter": {
            "weapon": "purifyingflame"
          },
          "scope": "unit",
          "sourceId": "000000380",
          "source": "Castellan Crowe",
          "name": "Champion of the Order of Purifiers (Psychic)"
        },
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "targetKeyword": "CHARACTER",
          "scope": "bearer",
          "sourceId": "000000380",
          "source": "Castellan Crowe",
          "name": "Foresight (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Castellan Crowe",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Castellan Crowe",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan Crowe",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Castellan Crowe",
          "name": "Champion of the Order of Purifiers (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, add 1 to the Attacks characteristic of Purifying Flame weapons equipped by models in that unit.",
          "leading": true
        },
        {
          "source": "Castellan Crowe",
          "name": "Foresight (Psychic)",
          "status": "applied",
          "text": "Each time this model makes an attack that targets a CHARACTER unit, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000000399",
      "leader": "Brotherhood Techmarine",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000388",
      "bodyguard": "Purgation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Techmarine",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Grey Knights Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Blessing of the Omnissiah",
          "status": "manual",
          "text": "In your Command phase, you can select one friendly Grey Knights Vehicle model within 3\" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Guardians of the Machine",
          "status": "manual",
          "text": "Each time an enemy unit ends a charge move engaged with one or more friendly GREY KNIGHTS VEHICLE units and within 6\" of this unit, you can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase."
        }
      ]
    },
    {
      "leaderId": "000000399",
      "leader": "Brotherhood Techmarine",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000381",
      "bodyguard": "Strike Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Techmarine",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Grey Knights Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Blessing of the Omnissiah",
          "status": "manual",
          "text": "In your Command phase, you can select one friendly Grey Knights Vehicle model within 3\" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Guardians of the Machine",
          "status": "manual",
          "text": "Each time an enemy unit ends a charge move engaged with one or more friendly GREY KNIGHTS VEHICLE units and within 6\" of this unit, you can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase."
        }
      ]
    },
    {
      "leaderId": "000002291",
      "leader": "Sammael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000241",
      "bodyguard": "Ravenwing Black Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sammael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sammael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sammael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Sammael",
          "name": "Cut Off Their Escape",
          "status": "manual",
          "text": "When an enemy unit engaged with this unit (excluding MONSTER / VEHICLE units) makes a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is battle-shocked, -1 from those hazard rolls."
        },
        {
          "source": "Sammael",
          "name": "Grand Master of the Ravenwing",
          "status": "manual",
          "text": "This unit has Mobile. In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        }
      ]
    },
    {
      "leaderId": "000002296",
      "leader": "Lazarus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lazarus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lazarus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lazarus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Lazarus",
          "name": "Intractable Will",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield."
        },
        {
          "source": "Lazarus",
          "name": "The Spiritshield Helm",
          "status": "manual",
          "text": "This unit has Feel No Pain 3+ against psychic attacks and mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002270",
      "bodyguard": "Desolation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000003943",
      "leader": "Primaris Psyker",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003948",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000004062",
      "leader": "Dark Apostle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004051",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000001447",
      "leader": "Shield-Captain",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004263",
      "bodyguard": "Custodian Guard Sodality with Pyrithite Spears",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain",
          "name": "Vengeful Surge (Once per battle, per unit)",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2\"."
        },
        {
          "source": "Shield-Captain",
          "name": "Praesidium Shield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000001172",
      "leader": "Captain In Gravis Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004231",
      "bodyguard": "Eradicator Squad with Heavy Bolters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Gravis Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Refuse to Yield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002684",
      "bodyguard": "Subductor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000004062",
      "leader": "Dark Apostle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004064",
      "bodyguard": "Legionaries",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004254",
      "bodyguard": "Aquilon Terminators with Solarite Power Gauntlets",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004255",
      "bodyguard": "Sentinel Guard Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000002520",
      "leader": "Knight-Centura",
      "faction": "AC",
      "slot": "support",
      "bodyguardId": "000004258",
      "bodyguard": "Vigilator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Knight-Centura",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Knight-Centura",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Knight-Centura",
          "name": "Daughters of the Abyss",
          "status": "manual",
          "text": "Friendly Anathema Psykana units with this ability have Feel No Pain 3+ against psychic attacks . Friendly ANATHEMA PSYKANA units with this ability have the following ability: Psychic Null (Aura): Friendly Adeptus Custodes units within 6\" of this unit have Feel No Pain 5+ against psychic attacks ."
        },
        {
          "source": "Knight-Centura",
          "name": "Seeker’s Instincts",
          "status": "manual",
          "text": "This unit has +2\" M . This unit can re-roll advance rolls and charge rolls."
        },
        {
          "source": "Knight-Centura",
          "name": "Corner the Quarry",
          "status": "manual",
          "text": "When an enemy unit (excluding MONSTER / VEHICLE units) engaged with this unit makes a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is battle-shocked, -1 from those hazard rolls."
        }
      ]
    },
    {
      "leaderId": "000000317",
      "leader": "Arjac Rockfist",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Arjac Rockfist",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Champion of the Kingsguard",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Anvil of Endurance",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is then removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000004069",
      "leader": "Sorcerer On Disc Of Tzeentch",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004064",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "IGNORES COVER"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000004069",
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Altered Reality (Psychic)",
          "status": "manual",
          "text": "Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000000012",
      "leader": "Mek",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mek",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mek",
          "name": "Kustom Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have [Ignores Cover]."
        },
        {
          "source": "Mek",
          "name": "Clever Know-wotz",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks Vehicle model (excluding AIRCRAFT / TITANIC models) within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks have +1 to hit rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000003848",
      "leader": "Rogue Psyker",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003850",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000001525",
      "bodyguard": "Secutarii Hoplites",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000000135",
      "leader": "Captain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000231",
      "bodyguard": "Deathwing Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Unstoppable Valour",
          "status": "manual",
          "text": "You can re-roll charge rolls for this unit."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000842",
      "bodyguard": "Kataphron Destroyers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000004187",
      "leader": "Captain Titus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain Titus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Captain Titus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain Titus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain Titus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain Titus",
          "name": "Press the Attack",
          "status": "manual",
          "text": "This unit's melee attacks have: [Sustained Hits 1: non-Monster/vehicle]. Or: If the assault doctrine is active for this unit, [Sustained Hits 1]."
        },
        {
          "source": "Captain Titus",
          "name": "Righteous Fury (Once per battle, per army)",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, this unit's melee attacks have +1 S , and when this unit has fought: This model heals D3 wounds. Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds."
        },
        {
          "source": "Captain Titus",
          "name": "Honour of Ultramar",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000003871",
      "leader": "Watch Master",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Watch Master",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Knowledge",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge. When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge ."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000003815",
      "leader": "Watch Master",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003825",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003828",
      "bodyguard": "Daemonhost",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000004197",
      "leader": "Kharseth",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000004168",
      "bodyguard": "Corsair Voidreavers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kharseth",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kharseth",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kharseth",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Kharseth",
          "name": "Aethersense (Psychic)",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        },
        {
          "source": "Kharseth",
          "name": "Fury of the Void (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, select one enemy unit hit by one or more attacks made with this model's Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack."
        }
      ]
    },
    {
      "leaderId": "000002759",
      "leader": "Autarch Wayleaper",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000601",
      "bodyguard": "Warp Spiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch Wayleaper",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Autarch Wayleaper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch Wayleaper",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch Wayleaper",
          "name": "Indomitable Strength of Will",
          "status": "manual",
          "text": "While this model is leading a unit, each time you spend a Battle Focus token to enable that unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token.",
          "leading": true
        },
        {
          "source": "Autarch Wayleaper",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        }
      ]
    },
    {
      "leaderId": "000002759",
      "leader": "Autarch Wayleaper",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000600",
      "bodyguard": "Swooping Hawks",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch Wayleaper",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Autarch Wayleaper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch Wayleaper",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch Wayleaper",
          "name": "Indomitable Strength of Will",
          "status": "manual",
          "text": "While this model is leading a unit, each time you spend a Battle Focus token to enable that unit to perform an Agile Manoeuvre, roll one D6: on a 3+, you gain 1 Battle Focus token.",
          "leading": true
        },
        {
          "source": "Autarch Wayleaper",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        }
      ]
    },
    {
      "leaderId": "000002597",
      "leader": "Brôkhyr Iron-master",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002603",
      "bodyguard": "Brôkhyr Thunderkyn",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brôkhyr Iron-master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brôkhyr Iron-master",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Brôkhyr Iron-master",
          "name": "Brôkhyr Guild Support",
          "status": "manual",
          "text": "While this unit is within 3\" of one or more friendly Leagues of Votann Vehicle or Ironkin Steeljacks units, if this unit is not an Attached unit, it has the Lone Operative ability."
        },
        {
          "source": "Brôkhyr Iron-master",
          "name": "Multispectral Visor",
          "status": "manual",
          "text": "Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1."
        },
        {
          "source": "Brôkhyr Iron-master",
          "name": "Forgewrought Expertise",
          "status": "manual",
          "text": "At the end of your Movement phase, this unit can repair one friendly Leagues of Votann Vehicle, Exoframe or Ironkin Steeljacks unit within 3\" of it. One model in that unit regains up to D3 lost wounds, or up to 3 lost wounds instead if this unit contains an Ironkin Assistant model. Each unit can only be repaired once per turn."
        }
      ]
    },
    {
      "leaderId": "000001448",
      "leader": "Shield-Captain in Allarus Terminator Armour",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004259",
      "bodyguard": "Aquilon Terminators with Solarite Power Talons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Archeotech Teleport-shunter (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is unengaged and has not been selected to move this phase, you can use this ability. If you do, place this unit in strategic reserves and this unit must make an ingress move this phase."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003827",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000003814",
      "leader": "Watch Captain Artemis",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003825",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged with 3 wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000000083",
      "leader": "Captain With Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000165",
      "bodyguard": "Sanguinary Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain With Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Angel’s Wrath",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000004211",
      "bodyguard": "Hastarii Exterminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000001611",
      "leader": "Chief Librarian Tigurius",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chief Librarian Tigurius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Hood of Hellfire (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Prescience (psychic level 2)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has +1 Sv until the start of your next turn."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Telepathic Assault (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 24\" of this unit. That enemy unit suffers 2D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000012",
      "leader": "Mek",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000021",
      "bodyguard": "Nobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mek",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mek",
          "name": "Kustom Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have [Ignores Cover]."
        },
        {
          "source": "Mek",
          "name": "Clever Know-wotz",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks Vehicle model (excluding AIRCRAFT / TITANIC models) within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks have +1 to hit rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000004193",
      "leader": "Prince Yriel",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000632",
      "bodyguard": "Corsair Reaver Band",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004193",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        },
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000004193",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        }
      ],
      "coverage": [
        {
          "source": "Prince Yriel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Prince Yriel",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Prince Yriel",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Prince Yriel",
          "name": "Piratical Hero",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Prince Yriel",
          "name": "Prince of Corsairs",
          "status": "manual",
          "text": "After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000001581",
      "leader": "Master Of Possession",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Possession",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Possession",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Possession",
          "name": "Daemonkin (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Master Of Possession",
          "name": "Sacrificial Dagger",
          "status": "manual",
          "text": "Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model's unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000015",
      "leader": "Mad Dok Grotsnik",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000044",
      "bodyguard": "Lootas",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mad Dok Grotsnik",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "One Scalpel Short of a Medpack",
          "status": "manual",
          "text": "When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to declare a charge."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Mad Dok",
          "status": "manual",
          "text": "In your Command phase, select one friendly Orks Infantry unit within 6\" of this model, and select one of the following: That unit heals 3 wounds. Or: If all models in that unit have their starting number of wounds, revive one CHARACTER model in that unit."
        }
      ]
    },
    {
      "leaderId": "000000140",
      "leader": "Techmarine",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Techmarine",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative."
        },
        {
          "source": "Techmarine",
          "name": "Blessings of the Omnissiah",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003827",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000297",
      "leader": "Ulrik The Slayer",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000305",
      "bodyguard": "Grey Hunters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ulrik The Slayer",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Slayer's Oath",
          "status": "manual",
          "text": "At the start of the first battle round, you select up to one enemy CHARACTER / MONSTER / VEHICLE unit to be this unit's slayer's oath: This unit's attacks that target this unit's slayer's oath can ignore modifiers to your unit's: BS and WS . Hit rolls."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Oathbound",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls. Or: This unit's melee attacks that target this unit's slayer's oath have +1 to hit rolls and wound rolls."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004212",
      "bodyguard": "Hastarii Fusiliers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000004197",
      "leader": "Kharseth",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000004169",
      "bodyguard": "Corsair Voidscarred",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kharseth",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kharseth",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kharseth",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Kharseth",
          "name": "Aethersense (Psychic)",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        },
        {
          "source": "Kharseth",
          "name": "Fury of the Void (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, select one enemy unit hit by one or more attacks made with this model's Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack."
        }
      ]
    },
    {
      "leaderId": "000001362",
      "leader": "Brotherhood Chaplain",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000382",
      "bodyguard": "Brotherhood Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Chaplain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Chaplain",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Chaplain",
          "name": "Zealous Path",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Brotherhood Chaplain",
          "name": "Litanies of Sanctity",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Grey Knights unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000002762",
      "leader": "Rogue Trader Entourage",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002509",
      "bodyguard": "Voidsmen-at-arms",
      "modelCount": 4,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Trader Entourage",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Trader Entourage",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Rogue Trader Entourage",
          "name": "Backroom Deals",
          "status": "manual",
          "text": "If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability."
        },
        {
          "source": "Rogue Trader Entourage",
          "name": "Warrant of Trade",
          "status": "manual",
          "text": "If your army includes one or more units with this ability, after both players have deployed their armies, select upto D3 IMpERIUM BATTlElINE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Rogue Trader Entourage",
          "name": "Healing Serum",
          "status": "manual",
          "text": "At the start of your Command phase, if the bearer's unit is below its Starting Strength, you can return up to D3 destroyed models (excluding CHARACTERS) to the bearer's unit."
        }
      ]
    },
    {
      "leaderId": "000002762",
      "leader": "Rogue Trader Entourage",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 4,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Trader Entourage",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Trader Entourage",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Rogue Trader Entourage",
          "name": "Backroom Deals",
          "status": "manual",
          "text": "If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability."
        },
        {
          "source": "Rogue Trader Entourage",
          "name": "Warrant of Trade",
          "status": "manual",
          "text": "If your army includes one or more units with this ability, after both players have deployed their armies, select upto D3 IMpERIUM BATTlElINE units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Rogue Trader Entourage",
          "name": "Healing Serum",
          "status": "manual",
          "text": "At the start of your Command phase, if the bearer's unit is below its Starting Strength, you can return up to D3 destroyed models (excluding CHARACTERS) to the bearer's unit."
        }
      ]
    },
    {
      "leaderId": "000002763",
      "leader": "Janus Draik",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002509",
      "bodyguard": "Voidsmen-at-arms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Janus Draik",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Janus Draik",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Janus Draik",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Janus Draik",
          "name": "Backroom Deals",
          "status": "manual",
          "text": "If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability."
        },
        {
          "source": "Janus Draik",
          "name": "Warrant of Trade",
          "status": "manual",
          "text": "If your army includes one or more units with this ability, after both players have deployed their armies, select up to D3 Imperium Battleline units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000002763",
      "leader": "Janus Draik",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Janus Draik",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Janus Draik",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Janus Draik",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Janus Draik",
          "name": "Backroom Deals",
          "status": "manual",
          "text": "If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability."
        },
        {
          "source": "Janus Draik",
          "name": "Warrant of Trade",
          "status": "manual",
          "text": "If your army includes one or more units with this ability, after both players have deployed their armies, select up to D3 Imperium Battleline units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000002764",
      "leader": "Neyam Shai Murad",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002509",
      "bodyguard": "Voidsmen-at-arms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Neyam Shai Murad",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Neyam Shai Murad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Neyam Shai Murad",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Neyam Shai Murad",
          "name": "Backroom Deals",
          "status": "manual",
          "text": "If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability."
        },
        {
          "source": "Neyam Shai Murad",
          "name": "Warrant of Trade",
          "status": "manual",
          "text": "If your army includes one or more units with this ability, after both players have deployed their armies, select up to D3 Imperium Battleline units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000002764",
      "leader": "Neyam Shai Murad",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Neyam Shai Murad",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Neyam Shai Murad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Neyam Shai Murad",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Neyam Shai Murad",
          "name": "Backroom Deals",
          "status": "manual",
          "text": "If your army contains one or more units with this ability, during the Declare Battle Formations step, select one of those units. While the selected unit is leading a unit, models in that unit have the Infiltrators ability."
        },
        {
          "source": "Neyam Shai Murad",
          "name": "Warrant of Trade",
          "status": "manual",
          "text": "If your army includes one or more units with this ability, after both players have deployed their armies, select up to D3 Imperium Battleline units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000002765",
      "leader": "Navigator",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002509",
      "bodyguard": "Voidsmen-at-arms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Navigator",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Navigator",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Navigator",
          "name": "Gaze into the Empyrean (Psychic)",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" of this model."
        },
        {
          "source": "Navigator",
          "name": "Third Eye (Psychic)",
          "status": "manual",
          "text": "At the start of your Shooting phase, select one enemy unit within 12\" of and visible to this model. That unit must take a Battle-shock test, subtracting 2 from the result if it is an INFANTRY unit. If the test is failed, that enemy unit suffers 3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002765",
      "leader": "Navigator",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Navigator",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Navigator",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Navigator",
          "name": "Gaze into the Empyrean (Psychic)",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" of this model."
        },
        {
          "source": "Navigator",
          "name": "Third Eye (Psychic)",
          "status": "manual",
          "text": "At the start of your Shooting phase, select one enemy unit within 12\" of and visible to this model. That unit must take a Battle-shock test, subtracting 2 from the result if it is an INFANTRY unit. If the test is failed, that enemy unit suffers 3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000285",
      "leader": "Ragnar Blackmane",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004131",
      "bodyguard": "Wolf Guard Headtakers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ragnar Blackmane",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ragnar Blackmane",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ragnar Blackmane",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Ragnar Blackmane",
          "name": "Battle-lust",
          "status": "manual",
          "text": "If this unit made a charge move this turn, this model's melee attacks have +2 A ."
        },
        {
          "source": "Ragnar Blackmane",
          "name": "War Howl",
          "status": "not-applicable",
          "text": "While this model is attached to a Blood Claws unit, this unit's melee attacks have +1 S and [SUSTAINED HITS 1]. While this model is attached to a Wolf Guard Headtakers unit, when this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge."
        }
      ]
    },
    {
      "leaderId": "000000292",
      "leader": "Njal Stormcaller",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Njal Stormcaller",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Wind Walker",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, this unit can change advance rolls to a 6."
        },
        {
          "source": "Njal Stormcaller",
          "name": "High Rune Priest (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Runic Abilities section."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Murderous Hurricane (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 12\". That enemy unit cannot make Snap shooting attacks."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Storm Caller (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has -3\" detection range until the end of the phase."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Tempest's Wrath (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 18\". That enemy unit is suppressed until the start of your next turn: While a unit is suppressed , that unit's attacks have -1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000003839",
      "leader": "Tech-priest Dominus",
      "faction": "QI",
      "slot": "leader",
      "bodyguardId": "000003842",
      "bodyguard": "Skitarii Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000003839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000843",
      "bodyguard": "Fulgurite Electro-priests",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        },
        {
          "source": "Fulgurite Electro-priests",
          "name": "Electro-infusion",
          "status": "manual",
          "text": "While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000297",
      "leader": "Ulrik The Slayer",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ulrik The Slayer",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Slayer's Oath",
          "status": "manual",
          "text": "At the start of the first battle round, you select up to one enemy CHARACTER / MONSTER / VEHICLE unit to be this unit's slayer's oath: This unit's attacks that target this unit's slayer's oath can ignore modifiers to your unit's: BS and WS . Hit rolls."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Oathbound",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls. Or: This unit's melee attacks that target this unit's slayer's oath have +1 to hit rolls and wound rolls."
        }
      ]
    },
    {
      "leaderId": "000001016",
      "leader": "Sorcerer",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001020",
      "bodyguard": "Rubric Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001016",
          "source": "Sorcerer",
          "name": "Empyric Guidance (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Sorcerer",
          "name": "Empyric Guidance (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer",
          "name": "Twisted Sorceries (Psychic)",
          "status": "manual",
          "text": "Once per battle, in your Shooting phase or the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of Psychic weapons equipped by this model by 3."
        }
      ]
    },
    {
      "leaderId": "000001017",
      "leader": "Sorcerer In Terminator Armour",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001035",
      "bodyguard": "Scarab Occult Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001017",
          "source": "Sorcerer In Terminator Armour",
          "name": "Empyric Guidance (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Empyric Guidance (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Marked by Fate (Psychic)",
          "status": "manual",
          "text": "At the start of your Shooting phase, select one enemy unit that is visible to this PSYKER model. Until the end of the phase, each time a model in this unit makes an attack that targets that enemy unit, add 1 to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000001032",
      "leader": "Ahriman",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000004122",
      "bodyguard": "Tzaangor Enlightened with Fatecaster Greatbows",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ahriman",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ahriman",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Ahriman",
          "name": "Scryer of Fates (Psychic)",
          "status": "manual",
          "text": "If your army includes this model, after both players have deployed their armies, you can select up to three Thousand Sons units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Ahriman",
          "name": "Arch-Sorcerer of Tzeentch (Psychic)",
          "status": "manual",
          "text": "Each time this model attempts a Ritual, add 1 to the Psychic test result."
        }
      ]
    },
    {
      "leaderId": "000001032",
      "leader": "Ahriman",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001474",
      "bodyguard": "Tzaangor Enlightened",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ahriman",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ahriman",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Ahriman",
          "name": "Scryer of Fates (Psychic)",
          "status": "manual",
          "text": "If your army includes this model, after both players have deployed their armies, you can select up to three Thousand Sons units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Ahriman",
          "name": "Arch-Sorcerer of Tzeentch (Psychic)",
          "status": "manual",
          "text": "Each time this model attempts a Ritual, add 1 to the Psychic test result."
        }
      ]
    },
    {
      "leaderId": "000001032",
      "leader": "Ahriman",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001020",
      "bodyguard": "Rubric Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ahriman",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ahriman",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Ahriman",
          "name": "Scryer of Fates (Psychic)",
          "status": "manual",
          "text": "If your army includes this model, after both players have deployed their armies, you can select up to three Thousand Sons units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Ahriman",
          "name": "Arch-Sorcerer of Tzeentch (Psychic)",
          "status": "manual",
          "text": "Each time this model attempts a Ritual, add 1 to the Psychic test result."
        }
      ]
    },
    {
      "leaderId": "000001033",
      "leader": "Exalted Sorcerer",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001020",
      "bodyguard": "Rubric Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000001033",
          "source": "Exalted Sorcerer",
          "name": "Arcane Shield (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Exalted Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Sorcerer",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Exalted Sorcerer",
          "name": "Arcane Shield (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a 4+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Exalted Sorcerer",
          "name": "Rebind Rubricae (Psychic)",
          "status": "manual",
          "text": "In your Command phase, if this model is leading a unit, you can roll one D6: on a 1, that unit suffers D3 mortal wounds; on a 2-5, you can return 1 destroyed Bodyguard model to that unit; on a 6, you can return up to 2 destroyed Bodyguard models to that unit."
        }
      ]
    },
    {
      "leaderId": "000001053",
      "leader": "Typhus",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001371",
      "bodyguard": "Deathshroud Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Typhus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Typhus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Typhus",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Typhus",
          "name": "The Destroyer Hive",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Typhus",
          "name": "Eater Plague (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, you can select one enemy unit within 18\" of and visible to this PSYKER (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of this PSYKER ) and roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        },
        {
          "source": "Deathshroud Terminators",
          "name": "Silent Bodyguard",
          "status": "manual",
          "text": "While a Character model is leading this unit, that CHARACTER model has the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001053",
      "leader": "Typhus",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001056",
      "bodyguard": "Poxwalkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Typhus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Typhus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Typhus",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Typhus",
          "name": "The Destroyer Hive",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Typhus",
          "name": "Eater Plague (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, you can select one enemy unit within 18\" of and visible to this PSYKER (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of this PSYKER ) and roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000001053",
      "leader": "Typhus",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001372",
      "bodyguard": "Blightlord Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Typhus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Typhus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Typhus",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Typhus",
          "name": "The Destroyer Hive",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Typhus",
          "name": "Eater Plague (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, you can select one enemy unit within 18\" of and visible to this PSYKER (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of this PSYKER ) and roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2-5, that enemy unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000001054",
      "leader": "Lord of Contagion",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001371",
      "bodyguard": "Deathshroud Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1",
            "LANCE"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001054",
          "source": "Lord of Contagion",
          "name": "Vector of Disease"
        }
      ],
      "coverage": [
        {
          "source": "Lord of Contagion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lord of Contagion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord of Contagion",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Lord of Contagion",
          "name": "Vector of Disease",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [LANCE] abilities.",
          "leading": true
        },
        {
          "source": "Lord of Contagion",
          "name": "Unholy Resilience",
          "status": "manual",
          "text": "The first time a model with this ability is destroyed in a battle round, roll one D6 at the end of the phase. On a 2+, set that model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining. Each model can only be set up in this way once per battle."
        },
        {
          "source": "Deathshroud Terminators",
          "name": "Silent Bodyguard",
          "status": "manual",
          "text": "While a Character model is leading this unit, that CHARACTER model has the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001054",
      "leader": "Lord of Contagion",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001372",
      "bodyguard": "Blightlord Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1",
            "LANCE"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001054",
          "source": "Lord of Contagion",
          "name": "Vector of Disease"
        }
      ],
      "coverage": [
        {
          "source": "Lord of Contagion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lord of Contagion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord of Contagion",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Lord of Contagion",
          "name": "Vector of Disease",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] and [LANCE] abilities.",
          "leading": true
        },
        {
          "source": "Lord of Contagion",
          "name": "Unholy Resilience",
          "status": "manual",
          "text": "The first time a model with this ability is destroyed in a battle round, roll one D6 at the end of the phase. On a 2+, set that model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with 3 wounds remaining. Each model can only be set up in this way once per battle."
        }
      ]
    },
    {
      "leaderId": "000001055",
      "leader": "Malignant Plaguecaster",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Malignant Plaguecaster",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Malignant Plaguecaster",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Malignant Plaguecaster",
          "name": "Gift of Contagion (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Afflicted, that attack has the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Malignant Plaguecaster",
          "name": "Pestilent Fallout (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with its Plague Wind. Until the end of your opponent's next turn, that unit is enfeebled. While a unit is enfeebled, subtract 2\" from the Move characteristic of models in that unit."
        }
      ]
    },
    {
      "leaderId": "000001055",
      "leader": "Malignant Plaguecaster",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001056",
      "bodyguard": "Poxwalkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Malignant Plaguecaster",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Malignant Plaguecaster",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Malignant Plaguecaster",
          "name": "Gift of Contagion (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Afflicted, that attack has the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Malignant Plaguecaster",
          "name": "Pestilent Fallout (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with its Plague Wind. Until the end of your opponent's next turn, that unit is enfeebled. While a unit is enfeebled, subtract 2\" from the Move characteristic of models in that unit."
        }
      ]
    },
    {
      "leaderId": "000001058",
      "leader": "Noxious Blightbringer",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to a PLAGUE MARINES or POXWALKERS unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit).",
      "effects": [],
      "coverage": [
        {
          "source": "Noxious Blightbringer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Noxious Blightbringer",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Noxious Blightbringer",
          "name": "Sickening Vitality",
          "status": "manual",
          "text": "While this model is leading a unit, add 1\" to the Move characteristic of models in that unit and you can re-roll Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Noxious Blightbringer",
          "name": "Tocsin of Misery (Aura)",
          "status": "manual",
          "text": "In the Battle-shock step of your opponent's Command phase, if an enemy unit that is below its Starting Strength is within 9\" of this model, that enemy unit must take a Battle-shock test, subtracting 1 from that test if it is a PSYKER unit."
        }
      ]
    },
    {
      "leaderId": "000001058",
      "leader": "Noxious Blightbringer",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001056",
      "bodyguard": "Poxwalkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to a PLAGUE MARINES or POXWALKERS unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit).",
      "effects": [],
      "coverage": [
        {
          "source": "Noxious Blightbringer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Noxious Blightbringer",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Noxious Blightbringer",
          "name": "Sickening Vitality",
          "status": "manual",
          "text": "While this model is leading a unit, add 1\" to the Move characteristic of models in that unit and you can re-roll Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Noxious Blightbringer",
          "name": "Tocsin of Misery (Aura)",
          "status": "manual",
          "text": "In the Battle-shock step of your opponent's Command phase, if an enemy unit that is below its Starting Strength is within 9\" of this model, that enemy unit must take a Battle-shock test, subtracting 1 from that test if it is a PSYKER unit."
        }
      ]
    },
    {
      "leaderId": "000001367",
      "leader": "Foul Blightspawn",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same leader to the same unit).",
      "effects": [],
      "coverage": [
        {
          "source": "Foul Blightspawn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Foul Blightspawn",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Foul Blightspawn",
          "name": "Blinding Spray",
          "status": "manual",
          "text": "In the Fight phase, you can select one model from your army with this ability to use this ability. If you do, until the end of the phase, that model's unit has the Fights First ability. Each model can only be selected for this ability once per battle."
        },
        {
          "source": "Foul Blightspawn",
          "name": "Putrefying Stink",
          "status": "manual",
          "text": "Enemy models cannot start or end an Advance move within 9\" of this model."
        }
      ]
    },
    {
      "leaderId": "000001368",
      "leader": "Biologus Putrifier",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same leader to the same unit).",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001368",
          "source": "Biologus Putrifier",
          "name": "Foul Infusion"
        }
      ],
      "coverage": [
        {
          "source": "Biologus Putrifier",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Biologus Putrifier",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Biologus Putrifier",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Biologus Putrifier",
          "name": "Foul Infusion",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability. In addition, each time a model in that unit makes an attack, a Critical Hit is scored on an unmodified Hit roll of 5+, instead of only a 6.",
          "leading": true
        },
        {
          "source": "Biologus Putrifier",
          "name": "Extraction of Fresh Disease",
          "status": "manual",
          "text": "The first time this model's unit destroys an enemy unit as the result of a melee attack, until the end of the battle, add 6 to the Objective Control characteristic of this model."
        }
      ]
    },
    {
      "leaderId": "000001369",
      "leader": "Plague Surgeon",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit).",
      "effects": [],
      "coverage": [
        {
          "source": "Plague Surgeon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Plague Surgeon",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Plague Surgeon",
          "name": "Tainted Narthecium",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.",
          "leading": true
        },
        {
          "source": "Plague Surgeon",
          "name": "Inflamed Infections",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time this model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit. If that unit is Below Half-strength, an unmodified Hit roll of 4+ scores a Critical Hit instead."
        }
      ]
    },
    {
      "leaderId": "000001556",
      "leader": "Haarken Worldclaimer",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000958",
      "bodyguard": "Raptors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Haarken Worldclaimer",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Haarken Worldclaimer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Haarken Worldclaimer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Haarken Worldclaimer",
          "name": "Head Taker",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit ends a Charge move, select one enemy unit within Engagement Range of this model's unit and roll one D6 for each model in this models unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 mortal wound.",
          "leading": true
        },
        {
          "source": "Haarken Worldclaimer",
          "name": "Herald of the Apocalypse (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, in the Battle-shock step of your opponent's Command phase, if that enemy unit is below its Starting Strength, it must take a Battle-shock test. This ability cannot cause a unit to take two Battle-shock tests in the same phase."
        }
      ]
    },
    {
      "leaderId": "000001647",
      "leader": "Contorted Epitome",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001142",
      "bodyguard": "Daemonettes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Contorted Epitome",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Contorted Epitome",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Contorted Epitome",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Contorted Epitome",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Contorted Epitome",
          "name": "Swallow Energy (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Contorted Epitome",
          "name": "Horrible Fascination(Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, one Psyker model from your army with this ability can use it. If it does, select one enemy unit within 12\" of and visible to that PSYKER model and roll one D6: on a 1, that PSYKER model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll; on a 6, that enemy unit is not eligible to shoot this phase."
        }
      ]
    },
    {
      "leaderId": "000002460",
      "leader": "Lord of Virulence",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001371",
      "bodyguard": "Deathshroud Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "wound",
          "value": "failures",
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000002460",
          "source": "Lord of Virulence",
          "name": "Virulent Aura"
        }
      ],
      "coverage": [
        {
          "source": "Lord of Virulence",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lord of Virulence",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord of Virulence",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Lord of Virulence",
          "name": "Virulent Aura",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, you can re-roll the Wound roll.",
          "leading": true
        },
        {
          "source": "Lord of Virulence",
          "name": "Blight Bombardment",
          "status": "manual",
          "text": "At the start of your Shooting phase, select one enemy unit within 30\" of and visible to this model. Until the end of the phase, each time a friendly Death Guard model makes a ranged attack that targets that unit, re-roll a Hit roll of 1 (if that attack is made with a Blast weapon, you can re-roll the Hit roll instead)."
        },
        {
          "source": "Deathshroud Terminators",
          "name": "Silent Bodyguard",
          "status": "manual",
          "text": "While a Character model is leading this unit, that CHARACTER model has the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002460",
      "leader": "Lord of Virulence",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001372",
      "bodyguard": "Blightlord Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "wound",
          "value": "failures",
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000002460",
          "source": "Lord of Virulence",
          "name": "Virulent Aura"
        }
      ],
      "coverage": [
        {
          "source": "Lord of Virulence",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lord of Virulence",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord of Virulence",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Lord of Virulence",
          "name": "Virulent Aura",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, you can re-roll the Wound roll.",
          "leading": true
        },
        {
          "source": "Lord of Virulence",
          "name": "Blight Bombardment",
          "status": "manual",
          "text": "At the start of your Shooting phase, select one enemy unit within 30\" of and visible to this model. Until the end of the phase, each time a friendly Death Guard model makes a ranged attack that targets that unit, re-roll a Hit roll of 1 (if that attack is made with a Blast weapon, you can re-roll the Hit roll instead)."
        }
      ]
    },
    {
      "leaderId": "000000009",
      "leader": "Kaptin Badrukk",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000045",
      "bodyguard": "Flash Gitz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kaptin Badrukk",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kaptin Badrukk",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Kaptin Badrukk",
          "name": "Flashiest Gitz",
          "status": "manual",
          "text": "This unit's ranged attacks can re-roll hit rolls."
        },
        {
          "source": "Kaptin Badrukk",
          "name": "Ded Glowy Ammo",
          "status": "manual",
          "text": "Enemy units within 6\" of this model have -1 T ."
        }
      ]
    },
    {
      "leaderId": "000002296",
      "leader": "Lazarus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lazarus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lazarus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lazarus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Lazarus",
          "name": "Intractable Will",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield."
        },
        {
          "source": "Lazarus",
          "name": "The Spiritshield Helm",
          "status": "manual",
          "text": "This unit has Feel No Pain 3+ against psychic attacks and mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000226",
      "leader": "Ezekiel",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ezekiel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ezekiel",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ezekiel",
          "name": "Book of Salvation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 A ."
        },
        {
          "source": "Ezekiel",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Ezekiel",
          "name": "Psychic Hood",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ezekiel",
          "name": "Engulfing Fear (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one enemy unit within 12\" of this model. That unit makes a battle-shock roll with -1 to that battle-shock roll ."
        },
        {
          "source": "Ezekiel",
          "name": "Whispers of the Shadow Forest (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        }
      ]
    },
    {
      "leaderId": "000000013",
      "leader": "Painboy",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000045",
      "bodyguard": "Flash Gitz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Painboy",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Painboy",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Painboy",
          "name": "Crude Surgery",
          "status": "manual",
          "text": "In your Command phase, this unit heals 3 wounds."
        },
        {
          "source": "Painboy",
          "name": "Catch Dat Red Bit (Once per battle, per unit)",
          "status": "manual",
          "text": "When this model uses its Crude Surgery ability, you can add D3 to the number of wounds healed. Place a Grot Orderly token next to the unit, removing it when this ability is used."
        }
      ]
    },
    {
      "leaderId": "000000013",
      "leader": "Painboy",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000021",
      "bodyguard": "Nobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Painboy",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Painboy",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Painboy",
          "name": "Crude Surgery",
          "status": "manual",
          "text": "In your Command phase, this unit heals 3 wounds."
        },
        {
          "source": "Painboy",
          "name": "Catch Dat Red Bit (Once per battle, per unit)",
          "status": "manual",
          "text": "When this model uses its Crude Surgery ability, you can add D3 to the number of wounds healed. Place a Grot Orderly token next to the unit, removing it when this ability is used."
        }
      ]
    },
    {
      "leaderId": "000004228",
      "leader": "Bigboss",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bigboss",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bigboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Bigboss",
          "name": "Sumfin’ to Prove",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000002105",
      "leader": "Darnath Lysander",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Darnath Lysander",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Darnath Lysander",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Darnath Lysander",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Darnath Lysander",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Darnath Lysander",
          "name": "Rampart (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can use this ability. If you do, this model has 2+ InSv until the end of the phase."
        },
        {
          "source": "Darnath Lysander",
          "name": "Icon of Obstinacy",
          "status": "manual",
          "text": "Attacks that target this unit have -1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003824",
      "bodyguard": "Proteus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000004228",
      "leader": "Bigboss",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000003861",
      "bodyguard": "Breaka Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bigboss",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bigboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Bigboss",
          "name": "Sumfin’ to Prove",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000000015",
      "leader": "Mad Dok Grotsnik",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000021",
      "bodyguard": "Nobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mad Dok Grotsnik",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "One Scalpel Short of a Medpack",
          "status": "manual",
          "text": "When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to declare a charge."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Mad Dok",
          "status": "manual",
          "text": "In your Command phase, select one friendly Orks Infantry unit within 6\" of this model, and select one of the following: That unit heals 3 wounds. Or: If all models in that unit have their starting number of wounds, revive one CHARACTER model in that unit."
        }
      ]
    },
    {
      "leaderId": "000000112",
      "leader": "Chaplain With Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002737",
      "bodyguard": "Death Company Marines With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain With Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Exhortation of Rage",
          "status": "manual",
          "text": "While this unit is at or below half-strength, this unit's melee attacks can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000003841",
      "leader": "Skitarii Marshal",
      "faction": "QI",
      "slot": "support",
      "bodyguardId": "000003843",
      "bodyguard": "Skitarii Vanguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000003841",
          "source": "Skitarii Marshal",
          "name": "Control Edict"
        }
      ],
      "coverage": [
        {
          "source": "Skitarii Marshal",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Control Edict",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Skitarii Marshal",
          "name": "Servo-skull Uplink",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000000941",
      "leader": "Sorcerer On Disc Of Tzeentch",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "IGNORES COVER"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000000941",
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Altered Reality (Psychic)",
          "status": "manual",
          "text": "Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002270",
      "bodyguard": "Desolation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000094",
      "leader": "Chaplain On Bike",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002712",
      "bodyguard": "Outrider Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain On Bike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain On Bike",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain On Bike",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain On Bike",
          "name": "Catechism of Fire",
          "status": "manual",
          "text": "In your Shooting phase, when this unit is selected to shoot, you can select one visible enemy unit. This unit's ranged attacks that target that unit have [Devastating Wounds]."
        }
      ]
    },
    {
      "leaderId": "000000119",
      "leader": "Librarian In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001668",
      "bodyguard": "Eliminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Shrouding (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Soul Sight (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit. Ranged attacks that target that enemy unit have [IGNORES COVER]."
        }
      ]
    },
    {
      "leaderId": "000000218",
      "leader": "Azrael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Azrael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Azrael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Azrael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Azrael",
          "name": "Masterful Tactician",
          "status": "manual",
          "text": "In your Movement phase, select up to one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Azrael",
          "name": "Supreme Grand Master",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Azrael",
          "name": "Watcher in the Dark (Once per battle, per unit)",
          "status": "manual",
          "text": "In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Azrael",
          "name": "The Lion Helm",
          "status": "manual",
          "text": "This unit has 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000899",
      "leader": "Canoness",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness",
          "name": "The Emperor’s Grace",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save."
        },
        {
          "source": "Canoness",
          "name": "Null Rod",
          "status": "manual",
          "text": "Models in the bearer's unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks."
        },
        {
          "source": "Canoness",
          "name": "Rod of Office",
          "status": "manual",
          "text": "Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1."
        },
        {
          "source": "Canoness",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000002480",
      "leader": "Aestred Thurga And Agathae Dolan",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002481",
      "bodyguard": "Celestian Sacresants",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Auto-Tapestry of the Emperor’s Judgement",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability"
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Recount the Deeds of the Saints",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003816",
      "bodyguard": "Deathwatch Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000003848",
      "leader": "Rogue Psyker",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003856",
      "bodyguard": "Negavolt Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003825",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000002482",
      "leader": "Dogmata",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dogmata",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dogmata",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dogmata",
          "name": "Executioner of Heretics (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, worsen the Leadership characteristic of models in that unit by 1."
        },
        {
          "source": "Dogmata",
          "name": "Unflinching Determination",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000000158",
      "leader": "Sanguinary Priest",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sanguinary Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Blood Chalice",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Narthecium (Once per turn, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000001104",
      "leader": "Karanak",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001112",
      "bodyguard": "Flesh Hounds",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Karanak",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Karanak",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Karanak",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Karanak",
          "name": "Pack Leader",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Karanak",
          "name": "Prey of the Blood God",
          "status": "manual",
          "text": "At the start of the first battle round, select one enemy unit to be this model's prey. Each time a model in this model's unit makes a melee attack that targets its prey, you can re-roll the Wound roll. Each time this model's prey is destroyed, select one new enemy unit to be this model's prey."
        },
        {
          "source": "Karanak",
          "name": "Brass Collar of Bloody Vengeance",
          "status": "manual",
          "text": "The bearer has the Feel No Pain 3+ ability against Psychic Attacks and mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000001106",
      "leader": "Skulltaker",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001114",
      "bodyguard": "Bloodletters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "DEVASTATING WOUNDS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001106",
          "source": "Skulltaker",
          "name": "Lord of Decapitations"
        }
      ],
      "coverage": [
        {
          "source": "Skulltaker",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Skulltaker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skulltaker",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Skulltaker",
          "name": "Lord of Decapitations",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability.",
          "leading": true
        },
        {
          "source": "Skulltaker",
          "name": "Skulls for Khorne",
          "status": "manual",
          "text": "Each time this model makes an attack that targets a Character unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model destroys an enemy Character unit, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000001165",
      "leader": "Bladeguard Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bladeguard Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bladeguard Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Bladeguard Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Bladeguard Ancient",
          "name": "Deeds of Legend",
          "status": "manual",
          "text": "While this unit is within range of an objective, this unit's melee attacks have +1 A ."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000003833",
      "leader": "Death Company Captain with Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002737",
      "bodyguard": "Death Company Marines With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Death Company Captain with Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Death Company Captain with Jump Pack",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Death Company Captain with Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Death Company Captain with Jump Pack",
          "name": "Black Rage",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls of 1. While this unit is not within 6\" of one or more friendly Blood Angels Character models, or not within 12\" of one or more friendly Chaplain models, it cannot make a fall-back move and it's OC is modified to 0."
        },
        {
          "source": "Death Company Captain with Jump Pack",
          "name": "Death Visions of Sanguinius",
          "status": "manual",
          "text": "In the Fight phase, when an enemy unit has fought, if this model was destroyed by those attacks, you can use this ability. If you do, roll one D6, with +2 to that roll if this model was engaged with an enemy WARLORD unit: On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4-5, that enemy unit suffers 3 mortal wounds . On a 6+, that enemy unit suffers D3+3 mortal wounds ."
        },
        {
          "source": "Death Company Captain with Jump Pack",
          "name": "Lost to Fury",
          "status": "manual",
          "text": "This unit's melee attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Death Company Captain with Jump Pack",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000003815",
      "leader": "Watch Master",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000000218",
      "leader": "Azrael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Azrael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Azrael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Azrael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Azrael",
          "name": "Masterful Tactician",
          "status": "manual",
          "text": "In your Movement phase, select up to one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Azrael",
          "name": "Supreme Grand Master",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Azrael",
          "name": "Watcher in the Dark (Once per battle, per unit)",
          "status": "manual",
          "text": "In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Azrael",
          "name": "The Lion Helm",
          "status": "manual",
          "text": "This unit has 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000004070",
      "leader": "Sorcerer On Palanquin Of Nurgle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004064",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004070",
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Feculent Despair (Aura, Psychic)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test."
        }
      ]
    },
    {
      "leaderId": "000000001",
      "leader": "Warboss",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000021",
      "bodyguard": "Nobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warboss",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warboss",
          "name": "Da Boss",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Warboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Warboss",
          "name": "Boss’ Ammo Runt (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this model's ranged attacks have +1 to hit rolls. Place a Boss' Ammo Runt token next to the unit, removing it when this ability is used."
        },
        {
          "source": "Warboss",
          "name": "Might Is Right",
          "status": "manual",
          "text": "If this unit made a charge move this turn, this model's melee attacks have: +3 A . +2 S ."
        },
        {
          "source": "Warboss",
          "name": "Intimidating Motivation (Once per battle round, per army)",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly ORKS unit within 6\" of this unit. That unit: Is no longer battle-shocked. Is riled up until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004074",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002709",
      "leader": "Kor’sarro Khan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kor’sarro Khan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "This unit's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1 Re-roll wound rolls of 1."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "For the Khan!",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT] This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000002795",
      "leader": "Emperor’s Champion",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Emperor’s Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Armour of Faith",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Chosen of the Emperor",
          "status": "manual",
          "text": "You cannot include more than one EMPEROR'S CHAMPION unit in your army."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Sigismund's Heir",
          "status": "manual",
          "text": "This unit has +1 to charge rolls."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000115",
      "leader": "Chaplain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003873",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Zealous Fortitude",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000901",
      "leader": "Hospitaller",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000908",
      "bodyguard": "Retributor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000901",
          "source": "Hospitaller",
          "name": "Medicus Ministorum"
        }
      ],
      "coverage": [
        {
          "source": "Hospitaller",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hospitaller",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Hospitaller",
          "name": "Medicus Ministorum",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Hospitaller",
          "name": "Sacred Healing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002500",
      "leader": "Infernal Master",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001020",
      "bodyguard": "Rubric Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002500",
          "source": "Infernal Master",
          "name": "Malefic Maelstrom (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Infernal Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Infernal Master",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Infernal Master",
          "name": "Malefic Maelstrom (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Infernal Master",
          "name": "Glimpse of Eternity (Psychic)",
          "status": "manual",
          "text": "Once per turn, you can change the result of one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000000127",
      "leader": "Iron Father Feirros",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004231",
      "bodyguard": "Eradicator Squad with Heavy Bolters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Father Feirros",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Master of the Forge",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals 3 wounds. That VEHICLE model's attacks can ignore modifiers to the following until the start of your next Movement phase: BS . Hit rolls and wound rolls."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Rites of Tempering",
          "status": "manual",
          "text": "Attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Iron Father",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative"
        }
      ]
    },
    {
      "leaderId": "000004193",
      "leader": "Prince Yriel",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000002532",
      "bodyguard": "Corsair Voidscarred",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004193",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        },
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000004193",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        }
      ],
      "coverage": [
        {
          "source": "Prince Yriel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Prince Yriel",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Prince Yriel",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Prince Yriel",
          "name": "Piratical Hero",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Prince Yriel",
          "name": "Prince of Corsairs",
          "status": "manual",
          "text": "After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000003707",
      "leader": "Big Mek",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek",
          "name": "Shokk-boosta",
          "status": "manual",
          "text": "In your Movement phase, when this unit is selected to make an advance move, you can use this ability. If you do: This unit can change that advance roll to a 6. This unit can move through all types of model. When this unit ends that advance move , make a hazard roll for each model in this unit."
        }
      ]
    },
    {
      "leaderId": "000002794",
      "leader": "High Marshal Helbrecht",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "High Marshal Helbrecht",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "High Marshal",
          "status": "manual",
          "text": "At the start of the Fight phase, select up to one enemy unit engaged with this unit and roll one D6: On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4-5, that enemy unit suffers 3 mortal wounds . On a 6+, that enemy unit suffers D3+3 mortal wounds ."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Crusade of Wrath",
          "status": "manual",
          "text": "This unit's melee attacks have: +1 A . +1 S ."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000225",
      "leader": "Asmodai",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Asmodai",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Asmodai",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Asmodai",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Asmodai",
          "name": "Exemplar of Hate",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Asmodai",
          "name": "Feared Interrogator",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy CHARACTER unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000000226",
      "leader": "Ezekiel",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ezekiel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ezekiel",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ezekiel",
          "name": "Book of Salvation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 A ."
        },
        {
          "source": "Ezekiel",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Ezekiel",
          "name": "Psychic Hood",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ezekiel",
          "name": "Engulfing Fear (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one enemy unit within 12\" of this model. That unit makes a battle-shock roll with -1 to that battle-shock roll ."
        },
        {
          "source": "Ezekiel",
          "name": "Whispers of the Shadow Forest (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        }
      ]
    },
    {
      "leaderId": "000002105",
      "leader": "Darnath Lysander",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Darnath Lysander",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Darnath Lysander",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Darnath Lysander",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Darnath Lysander",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Darnath Lysander",
          "name": "Rampart (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can use this ability. If you do, this model has 2+ InSv until the end of the phase."
        },
        {
          "source": "Darnath Lysander",
          "name": "Icon of Obstinacy",
          "status": "manual",
          "text": "Attacks that target this unit have -1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000002108",
      "leader": "Plasmancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "criticalSuccess",
          "roll": "hit",
          "value": 5,
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000002108",
          "source": "Plasmancer",
          "name": "Harbinger of Destruction"
        }
      ],
      "coverage": [
        {
          "source": "Plasmancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Plasmancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Plasmancer",
          "name": "Harbinger of Destruction",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit.",
          "leading": true
        },
        {
          "source": "Plasmancer",
          "name": "Living Lightning",
          "status": "manual",
          "text": "In your Shooting phase, select one enemy unit within 18\" of and visible to this model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of this model) and roll four D6: for each 4+, that enemy unit suffers 1 mortal wound."
        }
      ]
    },
    {
      "leaderId": "000002108",
      "leader": "Plasmancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "criticalSuccess",
          "roll": "hit",
          "value": 5,
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000002108",
          "source": "Plasmancer",
          "name": "Harbinger of Destruction"
        }
      ],
      "coverage": [
        {
          "source": "Plasmancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Plasmancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Plasmancer",
          "name": "Harbinger of Destruction",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, a successful unmodifed Hit roll of 5+ scores a Critical Hit.",
          "leading": true
        },
        {
          "source": "Plasmancer",
          "name": "Living Lightning",
          "status": "manual",
          "text": "In your Shooting phase, select one enemy unit within 18\" of and visible to this model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of this model) and roll four D6: for each 4+, that enemy unit suffers 1 mortal wound."
        }
      ]
    },
    {
      "leaderId": "000002109",
      "leader": "Skorpekh Lord",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000002110",
      "bodyguard": "Skorpekh Destroyers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000002109",
          "source": "Skorpekh Lord",
          "name": "United In Destruction"
        }
      ],
      "coverage": [
        {
          "source": "Skorpekh Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skorpekh Lord",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Skorpekh Lord",
          "name": "United In Destruction",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Skorpekh Lord",
          "name": "Crimson Harvest",
          "status": "manual",
          "text": "Each time this model ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that unit suffers D3 mortal wounds; on a 6, that unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003826",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003825",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000002491",
      "leader": "Painboss",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000002496",
      "bodyguard": "Squighog Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Painboss",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Painboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Painboss",
          "name": "Push Dat Bit Back In (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Command phase, select one friendly Beast Snagga unit within 6\" of this unit. That unit heals 3 wounds. Place a Grot Orderly token next to the unit, removing it when this ability is used."
        },
        {
          "source": "Painboss",
          "name": "Hardy Bioniks",
          "status": "manual",
          "text": "Attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        },
        {
          "source": "Painboss",
          "name": "Runnin’ wiv da Herd",
          "status": "manual",
          "text": "While this model is attached to a Mounted unit, this model: Does not have INFANTRY . Has MOBILE and MOUNTED . Has +4\" M .",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001584",
      "leader": "Master Of Executions",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Executions",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Executions",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Executions",
          "name": "Warp-sighted Butcher",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that unit is Below Half-strength, you can re-roll the Wound roll as well.",
          "leading": true
        },
        {
          "source": "Master Of Executions",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "Each time this model destroys an enemy CHARACTER model, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000003831",
      "leader": "Blood Angels Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blood Angels Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        }
      ]
    },
    {
      "leaderId": "000001172",
      "leader": "Captain In Gravis Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002781",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Gravis Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Refuse to Yield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003827",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000001453",
      "bodyguard": "Allarus Custodians",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002099",
      "bodyguard": "Aggressor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003824",
      "bodyguard": "Proteus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000225",
      "leader": "Asmodai",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Asmodai",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Asmodai",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Asmodai",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Asmodai",
          "name": "Exemplar of Hate",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Asmodai",
          "name": "Feared Interrogator",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy CHARACTER unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000004216",
      "leader": "Commissar Yarrick",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Yarrick",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Will of Iron",
          "status": "manual",
          "text": "The first time this model is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Hero of Hades Hive",
          "status": "manual",
          "text": "In your Command phase, you can select one of the abilities in the Hero of Hades Hive section (see below). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Commissar Yarrick",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to Regiment, Squadron or Titanic units."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Counterstrategist",
          "status": "manual",
          "text": "At the end of your opponent's Movement phase, you can select one enemy unit that was set up or ended a move within 8\" of this model, and one friendly Regiment unit within 6\" of and visible to this model that has not made a Normal move or been targeted with the Fire Overwatch Stratagem this phase. That REGIMENT unit can then either: Make a Normal move of up to D6\". Shoot at that enemy unit, but only if it is an eligible target. Until the end of the phase, each time a model in that unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon's Ballistic Skill or any modifiers. Declare a charge. That REGIMENT unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, the charging unit does not receive any Charge bonus this turn)."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Decisive Command",
          "status": "manual",
          "text": "The next Order issued by this model can be issued to one eligible friendly unit within 12\" of this model; if this is the first Order issued by a unit from your army this Command phase, that Order affects not only that eligible unit, but every other eligible friendly unit within 6\" of that eligible unit."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Inspiring Hero (Aura)",
          "status": "manual",
          "text": "While a friendly Astra Militarum unit is within 6\" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000000900",
      "leader": "Imagifier",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "sv",
          "value": 2,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        },
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        }
      ],
      "coverage": [
        {
          "source": "Imagifier",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imagifier",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Imagifier",
          "name": "Litany of Deeds",
          "status": "manual",
          "text": "Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12\" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool."
        },
        {
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002589",
      "leader": "Traitor Enforcer",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002590",
      "bodyguard": "Traitor Guardsmen Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Traitor Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Traitor Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Traitor Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed."
        },
        {
          "source": "Traitor Enforcer",
          "name": "Mutated Bodyguard",
          "status": "manual",
          "text": "While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability."
        }
      ]
    },
    {
      "leaderId": "000000634",
      "leader": "Archon",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000004156",
      "bodyguard": "Hand of the Archon",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Archon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Archon",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Archon",
          "name": "Hatred Eternal (Pain)",
          "status": "manual",
          "text": "In your Shooting phase or the Fight phase, when you select this model's unit to shoot or fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the Hit roll."
        },
        {
          "source": "Archon",
          "name": "Overlord",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Drukhari unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Archon",
          "name": "Devious Mastermind",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Archon",
          "name": "Shadowfield",
          "status": "manual",
          "text": "While this model has an InSv, this unit cannot re-roll save rolls. When this model loses a wound (excluding from mortal wounds), this model has no InSv until the end of the battle."
        },
        {
          "source": "Archon",
          "name": "Soul Trap",
          "status": "manual",
          "text": "Add 1 to the Attacks and Strength characteristics of the bearer's melee weapons. The first time the bearer makes a melee attack that destroys an enemy model, after all the bearer's attacks have been resolved, until the end of the battle, add an additional 1 to the Attacks and Strength characteristics of the bearer's melee weapons."
        }
      ]
    },
    {
      "leaderId": "000004155",
      "leader": "Lady Malys",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000004156",
      "bodyguard": "Hand of the Archon",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lady Malys",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Lady Malys",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lady Malys",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Lady Malys",
          "name": "Archon of the Poisoned Tongue (Pain)",
          "status": "manual",
          "text": "In your Shooting phase or the Fight phase, when you select this model's unit to shoot or fight, you can spend 1 Pain token to Empower that unit. If you do, select one of the following abilities: [SUSTAINED HITS 1]; [LETHAL HITS]. Until the end of the phase, while that unit is Empowered, weapons equipped by models in that unit have that selected ability."
        },
        {
          "source": "Lady Malys",
          "name": "Precognisant",
          "status": "manual",
          "text": "If your army includes this model, after both players have deployed their armies, select up to three Drukhari units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lady Malys",
          "name": "Mind Like a Steel Trap (Aura)",
          "status": "manual",
          "text": "Once per turn, when your opponent targets a unit from their army within 12\" of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP."
        }
      ]
    },
    {
      "leaderId": "000000634",
      "leader": "Archon",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000648",
      "bodyguard": "Incubi",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Archon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Archon",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Archon",
          "name": "Hatred Eternal (Pain)",
          "status": "manual",
          "text": "In your Shooting phase or the Fight phase, when you select this model's unit to shoot or fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the Hit roll."
        },
        {
          "source": "Archon",
          "name": "Overlord",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Drukhari unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Archon",
          "name": "Devious Mastermind",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Archon",
          "name": "Shadowfield",
          "status": "manual",
          "text": "While this model has an InSv, this unit cannot re-roll save rolls. When this model loses a wound (excluding from mortal wounds), this model has no InSv until the end of the battle."
        },
        {
          "source": "Archon",
          "name": "Soul Trap",
          "status": "manual",
          "text": "Add 1 to the Attacks and Strength characteristics of the bearer's melee weapons. The first time the bearer makes a melee attack that destroys an enemy model, after all the bearer's attacks have been resolved, until the end of the battle, add an additional 1 to the Attacks and Strength characteristics of the bearer's melee weapons."
        }
      ]
    },
    {
      "leaderId": "000000639",
      "leader": "Succubus",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000646",
      "bodyguard": "Wyches",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000000639",
          "source": "Succubus",
          "name": "Storm of Blades"
        }
      ],
      "coverage": [
        {
          "source": "Succubus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Succubus",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Succubus",
          "name": "Lithe Agility (Pain)",
          "status": "manual",
          "text": "In your Movement phase when you select this model's unit to Advance, or in your Charge phase before you make a Charge roll for this model's unit, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, you can re-roll Advance and Charge rolls made for that unit."
        },
        {
          "source": "Succubus",
          "name": "Storm of Blades",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Succubus",
          "name": "Bloody Spectacle",
          "status": "manual",
          "text": "Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model's unit destroys a CHARACTER model, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000640",
      "leader": "Lelith Hesperax",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000646",
      "bodyguard": "Wyches",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lelith Hesperax",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Lelith Hesperax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lelith Hesperax",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Lelith Hesperax",
          "name": "Brides of Death (Pain)",
          "status": "manual",
          "text": "In the Fight phase, when you select this model's unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, improve the Strength and Armour Penetration characteristics of that attack by 1."
        },
        {
          "source": "Lelith Hesperax",
          "name": "Blur of Blades",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Fights First ability.",
          "leading": true
        },
        {
          "source": "Lelith Hesperax",
          "name": "Thrilling Spectacle",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, this model has a 3+ invulnerable save and change the Attacks characteristic of melee weapons equipped by this model to 12."
        }
      ]
    },
    {
      "leaderId": "000000641",
      "leader": "Haemonculus",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000650",
      "bodyguard": "Wracks",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Haemonculus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Haemonculus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Haemonculus",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Haemonculus",
          "name": "Fleshcraft (Pain)",
          "status": "manual",
          "text": "In your Command phase, you can spend 1 Pain token to Empower this model's unit. Each time you do, you can return up to D3+1 destroyed Bodyguard models to that unit."
        },
        {
          "source": "Haemonculus",
          "name": "Fear Incarnate (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, worsen the Leadership characteristic of models in that unit by 1. In addition, in the Battle-shock step of your opponent's Command phase, if such an enemy unit is below its Starting Strength, it must take a Battle-shock test."
        },
        {
          "source": "Haemonculus",
          "name": "Pain Adept",
          "status": "manual",
          "text": "In your Command phase, if one or more models from your army with this ability are on the battlefield, roll one D6: on a 4+, you gain 1 Pain token."
        }
      ]
    },
    {
      "leaderId": "000000642",
      "leader": "Urien Rakarth",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000650",
      "bodyguard": "Wracks",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Urien Rakarth",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Urien Rakarth",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Urien Rakarth",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Urien Rakarth",
          "name": "Sculptor of Torments (Pain)",
          "status": "manual",
          "text": "In your Fight phase, when you select this model's unit to fight, you can spend 1 of your Pain tokens to Empower this model's unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Urien Rakarth",
          "name": "Father of Pain",
          "status": "manual",
          "text": "Each time an attack with a Damage characteristic of 1 is allocated to a model in this model's unit, that model has the Feel No Pain 4+ ability against that attack."
        },
        {
          "source": "Urien Rakarth",
          "name": "Horrific Regeneration",
          "status": "manual",
          "text": "The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining."
        },
        {
          "source": "Urien Rakarth",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000643",
      "leader": "Drazhar",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000648",
      "bodyguard": "Incubi",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Drazhar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Drazhar",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Drazhar",
          "name": "Master of Blades (Pain)",
          "status": "manual",
          "text": "In the Fight phase, when you select this model's unit to fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Drazhar",
          "name": "Onslaught",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6\" instead of up to 3\".",
          "leading": true
        },
        {
          "source": "Drazhar",
          "name": "Silent Executioner",
          "status": "manual",
          "text": "Each time this model makes an attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that target is Below Half-strength, you can re-roll the Wound roll as well."
        }
      ]
    },
    {
      "leaderId": "000002688",
      "leader": "Neurotyrant",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000475",
      "bodyguard": "Zoanthropes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Neurotyrant",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Neurotyrant",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Neurotyrant",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Neurotyrant",
          "name": "Node Lash (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If the target is Battle-shocked, add 1 to the Wound roll as well.",
          "leading": true
        },
        {
          "source": "Neurotyrant",
          "name": "Psychic Terror (Psychic)",
          "status": "manual",
          "text": "If one or more models from your army with this ability are on the battlefield when you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result."
        },
        {
          "source": "Neurotyrant",
          "name": "Neuroloids",
          "status": "manual",
          "text": "In your Command phase, you can select up to two friendly TYRANIDS units within 18\" of this model's unit. Until the start of your next Command phase, the selected units are always considered to be within Synapse Range of your army. Designer's Note: Place a Neuroloid token next to each selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000002688",
      "leader": "Neurotyrant",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000471",
      "bodyguard": "Tyrant Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Neurotyrant",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Neurotyrant",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Neurotyrant",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Neurotyrant",
          "name": "Node Lash (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If the target is Battle-shocked, add 1 to the Wound roll as well.",
          "leading": true
        },
        {
          "source": "Neurotyrant",
          "name": "Psychic Terror (Psychic)",
          "status": "manual",
          "text": "If one or more models from your army with this ability are on the battlefield when you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result."
        },
        {
          "source": "Neurotyrant",
          "name": "Neuroloids",
          "status": "manual",
          "text": "In your Command phase, you can select up to two friendly TYRANIDS units within 18\" of this model's unit. Until the start of your next Command phase, the selected units are always considered to be within Synapse Range of your army. Designer's Note: Place a Neuroloid token next to each selected unit to remind you."
        },
        {
          "source": "Tyrant Guard",
          "name": "Guardian Organism",
          "status": "manual",
          "text": "While a Character model is leading this unit, that CHARACTER has the Feel No Pain 5+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002688",
      "leader": "Neurotyrant",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000002687",
      "bodyguard": "Neurogaunts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Neurotyrant",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Neurotyrant",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Neurotyrant",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Neurotyrant",
          "name": "Node Lash (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll. If the target is Battle-shocked, add 1 to the Wound roll as well.",
          "leading": true
        },
        {
          "source": "Neurotyrant",
          "name": "Psychic Terror (Psychic)",
          "status": "manual",
          "text": "If one or more models from your army with this ability are on the battlefield when you unleash the Shadow in the Warp, subtract 1 from the Battle-shock test each enemy unit on the battlefield must take as a result."
        },
        {
          "source": "Neurotyrant",
          "name": "Neuroloids",
          "status": "manual",
          "text": "In your Command phase, you can select up to two friendly TYRANIDS units within 18\" of this model's unit. Until the start of your next Command phase, the selected units are always considered to be within Synapse Range of your army. Designer's Note: Place a Neuroloid token next to each selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000004119",
      "bodyguard": "Servitor Battleclade",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000004202",
      "leader": "Tyranid Prime with Lash Whip",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000468",
      "bodyguard": "Termagants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Alpha Warrior",
          "status": "manual",
          "text": "Weapons equipped by models in this model's unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Aggressive Leader-beast",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6”."
        }
      ]
    },
    {
      "leaderId": "000002795",
      "leader": "Emperor’s Champion",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Emperor’s Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Armour of Faith",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Chosen of the Emperor",
          "status": "manual",
          "text": "You cannot include more than one EMPEROR'S CHAMPION unit in your army."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Sigismund's Heir",
          "status": "manual",
          "text": "This unit has +1 to charge rolls."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000004244",
      "leader": "Ciaphas Cain",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002746",
      "bodyguard": "Tempestus Scions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ciaphas Cain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Hero of the Imperium (Aura)",
          "status": "manual",
          "text": "While a friendly ASTRA MILITARUM unit is within 6\" of this model, that unit can re-roll battle-shock rolls."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Trapped by Excuses",
          "status": "manual",
          "text": "In the Deploy Armies step, you must set this unit up on the battlefield or embarked within a TRANSPORT unit that is set up on the battlefield. Abilities that allow you to redeploy a unit or place a unit in strategic reserves cannot affect this unit or a TRANSPORT unit this unit is embarked within."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Psychic Blank",
          "status": "manual",
          "text": "This model has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Unparalleled Luck (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of a phase, you can use this ability. If you do, this model has 2+ InSv."
        },
        {
          "source": "Ciaphas Cain",
          "name": "EMBARKING",
          "status": "manual",
          "text": "While embarked within a TRANSPORT, this model takes up the space of 2 models."
        },
        {
          "source": "Ciaphas Cain",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to REGIMENT units. This OFFICER can only issue the Duty and Honour! , Move! Move! Move! and Take Cover! Orders."
        }
      ]
    },
    {
      "leaderId": "000002488",
      "leader": "Zodgrod Wortsnagga",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000017",
      "bodyguard": "Gretchin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Zodgrod Wortsnagga",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Zodgrod Wortsnagga",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Zodgrod Wortsnagga",
          "name": "Super Runts",
          "status": "manual",
          "text": "This unit is riled up. This unit's Scavenged Shivs weapons have +1 A , WS and S ."
        }
      ]
    },
    {
      "leaderId": "000002701",
      "leader": "Captain In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002779",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Tactical Fluidity (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6\". Or: At the end of your opponent's Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000003943",
      "leader": "Primaris Psyker",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003976",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002296",
      "leader": "Lazarus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lazarus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lazarus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lazarus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Lazarus",
          "name": "Intractable Will",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield."
        },
        {
          "source": "Lazarus",
          "name": "The Spiritshield Helm",
          "status": "manual",
          "text": "This unit has Feel No Pain 3+ against psychic attacks and mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002605",
      "leader": "Lord Solar Leontus",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003898",
      "bodyguard": "Death Riders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Solar Leontus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Lord Solar",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Collegiate Astrolex",
          "status": "manual",
          "text": "After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to: Regiment units Squadron units Titanic units"
        }
      ]
    },
    {
      "leaderId": "000002793",
      "leader": "Castellan",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Castellan",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Castellan",
          "name": "Vehement Aggression",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, make a leadership roll for this unit: This unit's melee attacks can re-roll hit rolls of 1. Or: If that roll succeeds: This unit's melee attacks: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000127",
      "leader": "Iron Father Feirros",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002099",
      "bodyguard": "Aggressor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Father Feirros",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Master of the Forge",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals 3 wounds. That VEHICLE model's attacks can ignore modifiers to the following until the start of your next Movement phase: BS . Hit rolls and wound rolls."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Rites of Tempering",
          "status": "manual",
          "text": "Attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Iron Father",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative"
        }
      ]
    },
    {
      "leaderId": "000002605",
      "leader": "Lord Solar Leontus",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002616",
      "bodyguard": "Attilan Rough Riders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Solar Leontus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Lord Solar",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Collegiate Astrolex",
          "status": "manual",
          "text": "After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to: Regiment units Squadron units Titanic units"
        }
      ]
    },
    {
      "leaderId": "000000716",
      "leader": "Commissar",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003825",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000889",
      "leader": "Primaris Psyker",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002622",
      "leader": "Khârn The Betrayer",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002627",
      "bodyguard": "Khorne Berzerkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "ones",
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000002622",
          "source": "Khârn The Betrayer",
          "name": "Legendary Killer"
        },
        {
          "kind": "reroll",
          "roll": "wound",
          "value": "ones",
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000002622",
          "source": "Khârn The Betrayer",
          "name": "Legendary Killer"
        }
      ],
      "coverage": [
        {
          "source": "Khârn The Betrayer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Khârn The Betrayer",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Khârn The Betrayer",
          "name": "Legendary Killer",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.",
          "leading": true
        },
        {
          "source": "Khârn The Betrayer",
          "name": "The Betrayer",
          "status": "manual",
          "text": "At the end of your Charge phase, if this unit is on the battlefield, is unengaged, and contains a bodyguard model, this unit makes a leadership roll: If that leadership roll is failed, one bodyguard model in this unit is destroyed."
        },
        {
          "source": "Khârn The Betrayer",
          "name": "Berzerker Frenzy",
          "status": "manual",
          "text": "The first time this model is destroyed, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002623",
      "leader": "Lord Invocatus",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002627",
      "bodyguard": "Khorne Berzerkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Invocatus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Invocatus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lord Invocatus",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lord Invocatus",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Lord Invocatus",
          "name": "Fire Riders",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Deep Strike ability and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models and terrain features. When making a Normal, Advance or Fall Back move, models in that unit can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed.",
          "leading": true
        },
        {
          "source": "Lord Invocatus",
          "name": "Bloody Stampede",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, select one enemy unit within Engagement Range of this model, then roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002623",
      "leader": "Lord Invocatus",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002631",
      "bodyguard": "Exalted Eightbound",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Invocatus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Invocatus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lord Invocatus",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lord Invocatus",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Lord Invocatus",
          "name": "Fire Riders",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Deep Strike ability and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models and terrain features. When making a Normal, Advance or Fall Back move, models in that unit can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed.",
          "leading": true
        },
        {
          "source": "Lord Invocatus",
          "name": "Bloody Stampede",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, select one enemy unit within Engagement Range of this model, then roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002623",
      "leader": "Lord Invocatus",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002630",
      "bodyguard": "Eightbound",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Invocatus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Invocatus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lord Invocatus",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lord Invocatus",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Lord Invocatus",
          "name": "Fire Riders",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Deep Strike ability and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through models and terrain features. When making a Normal, Advance or Fall Back move, models in that unit can move within Engagement Range of enemy models, but cannot end that move within Engagement Range of them and any Desperate Escape test is automatically passed.",
          "leading": true
        },
        {
          "source": "Lord Invocatus",
          "name": "Bloody Stampede",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, select one enemy unit within Engagement Range of this model, then roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002625",
      "leader": "Lord on Juggernaut",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002627",
      "bodyguard": "Khorne Berzerkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord on Juggernaut",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Aggressive Advance",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a Move characteristic of 10\" and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features.",
          "leading": true
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Crush All Who Stand Before Us",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can use this ability. When determining which models in this unit are eligible to fight, any models in it that are within 3\" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3\" of them and within Engagement Range of their unit."
        }
      ]
    },
    {
      "leaderId": "000002625",
      "leader": "Lord on Juggernaut",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002630",
      "bodyguard": "Eightbound",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord on Juggernaut",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Aggressive Advance",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a Move characteristic of 10\" and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features.",
          "leading": true
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Crush All Who Stand Before Us",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can use this ability. When determining which models in this unit are eligible to fight, any models in it that are within 3\" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3\" of them and within Engagement Range of their unit."
        }
      ]
    },
    {
      "leaderId": "000002625",
      "leader": "Lord on Juggernaut",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002631",
      "bodyguard": "Exalted Eightbound",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord on Juggernaut",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Aggressive Advance",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a Move characteristic of 10\" and each time a model in that unit makes a Normal, Advance, Fall Back or Charge move, it can move horizontally through terrain features.",
          "leading": true
        },
        {
          "source": "Lord on Juggernaut",
          "name": "Crush All Who Stand Before Us",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can use this ability. When determining which models in this unit are eligible to fight, any models in it that are within 3\" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3\" of them and within Engagement Range of their unit."
        }
      ]
    },
    {
      "leaderId": "000002626",
      "leader": "Master of Executions",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002627",
      "bodyguard": "Khorne Berzerkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master of Executions",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master of Executions",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Master of Executions",
          "name": "Forwards, for Blood!",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Advance rolls made for that unit and each time that unit makes a Blood Surge move, you can re-roll the D6 used to determine how far models in that unit move.",
          "leading": true
        },
        {
          "source": "Master of Executions",
          "name": "A Worthy Skull",
          "status": "manual",
          "text": "Each time this model makes a melee attack that targets a CHARACTER unit, you can re-roll the Hit roll and you can re-roll the Wound roll. Each time this model's unit destroys a CHARACTER model, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000402",
      "leader": "Commander In Coldstar Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003701",
      "bodyguard": "Crisis Starscythe Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Coldstar Commander",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a Move characteristic of 12\" and ranged weapons equipped by models in that unit have the [ASSAULT] ability.",
          "leading": true
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003827",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000899",
      "leader": "Canoness",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness",
          "name": "The Emperor’s Grace",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save."
        },
        {
          "source": "Canoness",
          "name": "Null Rod",
          "status": "manual",
          "text": "Models in the bearer's unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks."
        },
        {
          "source": "Canoness",
          "name": "Rod of Office",
          "status": "manual",
          "text": "Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1."
        },
        {
          "source": "Canoness",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000226",
      "leader": "Ezekiel",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ezekiel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ezekiel",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ezekiel",
          "name": "Book of Salvation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 A ."
        },
        {
          "source": "Ezekiel",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Ezekiel",
          "name": "Psychic Hood",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ezekiel",
          "name": "Engulfing Fear (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one enemy unit within 12\" of this model. That unit makes a battle-shock roll with -1 to that battle-shock roll ."
        },
        {
          "source": "Ezekiel",
          "name": "Whispers of the Shadow Forest (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        }
      ]
    },
    {
      "leaderId": "000002100",
      "leader": "Adrax Agatone",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Adrax Agatone",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Adrax Agatone",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Adrax Agatone",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Adrax Agatone",
          "name": "Lord of the Pyroclasts",
          "status": "manual",
          "text": "While an enemy unit is engaged with this unit, that enemy unit has -1 OC ."
        },
        {
          "source": "Adrax Agatone",
          "name": "Unto the Anvil",
          "status": "manual",
          "text": "This unit's melee attacks can: Re-roll wound rolls of 1. Or: If the assault doctrine is active for this unit, re-roll wound rolls ."
        }
      ]
    },
    {
      "leaderId": "000000135",
      "leader": "Captain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003873",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Unstoppable Valour",
          "status": "manual",
          "text": "You can re-roll charge rolls for this unit."
        }
      ]
    },
    {
      "leaderId": "000000060",
      "leader": "Apothecary Biologis",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001177",
      "bodyguard": "Heavy Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary Biologis",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Vivispectral Analysis Targeting",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-Vehicle]."
        }
      ]
    },
    {
      "leaderId": "000002708",
      "leader": "Kayvaan Shrike",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000147",
      "bodyguard": "Vanguard Veteran Squad With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kayvaan Shrike",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Trifold Path of Shadow",
          "status": "manual",
          "text": "This unit has: Stealth. -3\" detection range."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Echo of the Ravenspire",
          "status": "manual",
          "text": "At the end of your opponent's Fight phase, if this unit is unengaged, you can place this unit in strategic reserves."
        }
      ]
    },
    {
      "leaderId": "000002708",
      "leader": "Kayvaan Shrike",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002776",
      "bodyguard": "Assault Intercessors With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kayvaan Shrike",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Trifold Path of Shadow",
          "status": "manual",
          "text": "This unit has: Stealth. -3\" detection range."
        },
        {
          "source": "Kayvaan Shrike",
          "name": "Echo of the Ravenspire",
          "status": "manual",
          "text": "At the end of your opponent's Fight phase, if this unit is unengaged, you can place this unit in strategic reserves."
        }
      ]
    },
    {
      "leaderId": "000002478",
      "leader": "Skitarii Marshal",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000001525",
      "bodyguard": "Secutarii Hoplites",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000002478",
          "source": "Skitarii Marshal",
          "name": "Control Edict"
        }
      ],
      "coverage": [
        {
          "source": "Skitarii Marshal",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Control Edict",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Skitarii Marshal",
          "name": "Servo-skull Uplink",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002685",
      "bodyguard": "Exaction Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004185",
      "bodyguard": "Victrix Honour Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000000226",
      "leader": "Ezekiel",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ezekiel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ezekiel",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ezekiel",
          "name": "Book of Salvation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 A ."
        },
        {
          "source": "Ezekiel",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Ezekiel",
          "name": "Psychic Hood",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ezekiel",
          "name": "Engulfing Fear (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one enemy unit within 12\" of this model. That unit makes a battle-shock roll with -1 to that battle-shock roll ."
        },
        {
          "source": "Ezekiel",
          "name": "Whispers of the Shadow Forest (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        }
      ]
    },
    {
      "leaderId": "000002792",
      "leader": "Chaplain Grimaldus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 4,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain Grimaldus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Temple Relics",
          "status": "manual",
          "text": "At the start of your Command phase, if this unit contains one or more Cenobyte Servitor models, select up to one of the abilities in the Temple Relics section. Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Faithful Cenobytes",
          "status": "manual",
          "text": "If this unit's Chaplain Grimaldus model is destroyed, this unit's remaining Cenobyte Servitor models are also destroyed . Each Cenobyte Servitor model in this unit takes up 0 transport capacity."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Litanies of the Devout",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Banner of the Emperor Victorious",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Column from the Major Altar",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Water from the Stoup of Elucidation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 AP ."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003827",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000003812",
      "leader": "Ministorum Priest",
      "faction": "AoI",
      "slot": "support",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003812",
          "source": "Ministorum Priest",
          "name": "Holy Hatred"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Hatred",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "not-applicable",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004211",
      "bodyguard": "Hastarii Exterminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002100",
      "leader": "Adrax Agatone",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Adrax Agatone",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Adrax Agatone",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Adrax Agatone",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Adrax Agatone",
          "name": "Lord of the Pyroclasts",
          "status": "manual",
          "text": "While an enemy unit is engaged with this unit, that enemy unit has -1 OC ."
        },
        {
          "source": "Adrax Agatone",
          "name": "Unto the Anvil",
          "status": "manual",
          "text": "This unit's melee attacks can: Re-roll wound rolls of 1. Or: If the assault doctrine is active for this unit, re-roll wound rolls ."
        }
      ]
    },
    {
      "leaderId": "000000944",
      "leader": "Warpsmith",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warpsmith",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warpsmith",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Warpsmith",
          "name": "Warpsmith",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Heretic Astartes Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Warpsmith",
          "name": "Master of Mechanisms",
          "status": "manual",
          "text": "In your Command phase, select one friendly Heretic Astartes Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Warpsmith",
          "name": "Enrage Machine Spirits",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy VEHICLE unit within 12\" of this model. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000297",
      "leader": "Ulrik The Slayer",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004131",
      "bodyguard": "Wolf Guard Headtakers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ulrik The Slayer",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Slayer's Oath",
          "status": "manual",
          "text": "At the start of the first battle round, you select up to one enemy CHARACTER / MONSTER / VEHICLE unit to be this unit's slayer's oath: This unit's attacks that target this unit's slayer's oath can ignore modifiers to your unit's: BS and WS . Hit rolls."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Oathbound",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls. Or: This unit's melee attacks that target this unit's slayer's oath have +1 to hit rolls and wound rolls."
        }
      ]
    },
    {
      "leaderId": "000002731",
      "leader": "Renegade Enforcer",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002732",
      "bodyguard": "Renegade Heavy Weapons Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Renegade Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Renegade Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Renegade Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed.",
          "leading": true
        },
        {
          "source": "Renegade Enforcer",
          "name": "Enforcer",
          "status": "manual",
          "text": "This model's unit is eligible to declare a charge in a turn in which it Fell Back."
        }
      ]
    },
    {
      "leaderId": "000002731",
      "leader": "Renegade Enforcer",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002590",
      "bodyguard": "Traitor Guardsmen Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Renegade Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Renegade Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Renegade Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed.",
          "leading": true
        },
        {
          "source": "Renegade Enforcer",
          "name": "Enforcer",
          "status": "manual",
          "text": "This model's unit is eligible to declare a charge in a turn in which it Fell Back."
        }
      ]
    },
    {
      "leaderId": "000000900",
      "leader": "Imagifier",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "sv",
          "value": 2,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        },
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        }
      ],
      "coverage": [
        {
          "source": "Imagifier",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imagifier",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Imagifier",
          "name": "Litany of Deeds",
          "status": "manual",
          "text": "Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12\" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool."
        },
        {
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000002750",
      "leader": "Icon Bearer",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to a PLAGUE MARINES unit, even if one other Leader unit has already been attached to it (you cannot attach more than one of the same Leader to the same unit).",
      "effects": [],
      "coverage": [
        {
          "source": "Icon Bearer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Icon Bearer",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Icon Bearer",
          "name": "Unclean Icon",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Icon Bearer",
          "name": "Blessed Icon of Disease",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Death Guard unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000002755",
      "leader": "Exalted Sorcerer on Disc of Tzeentch",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001020",
      "bodyguard": "Rubric Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Illusions of Tzeentch (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18\".",
          "leading": true
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Binding Tendrils (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with Arcane Fire. Until the start of your next turn, that unit is ensnared. While a unit is ensnared, subtract 2\" from its Move characteristic and subtract 2 from Charge rolls made for it."
        }
      ]
    },
    {
      "leaderId": "000002755",
      "leader": "Exalted Sorcerer on Disc of Tzeentch",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000004122",
      "bodyguard": "Tzaangor Enlightened with Fatecaster Greatbows",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Illusions of Tzeentch (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18\".",
          "leading": true
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Binding Tendrils (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with Arcane Fire. Until the start of your next turn, that unit is ensnared. While a unit is ensnared, subtract 2\" from its Move characteristic and subtract 2 from Charge rolls made for it."
        }
      ]
    },
    {
      "leaderId": "000002755",
      "leader": "Exalted Sorcerer on Disc of Tzeentch",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001474",
      "bodyguard": "Tzaangor Enlightened",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Illusions of Tzeentch (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18\".",
          "leading": true
        },
        {
          "source": "Exalted Sorcerer on Disc of Tzeentch",
          "name": "Binding Tendrils (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks made with Arcane Fire. Until the start of your next turn, that unit is ensnared. While a unit is ensnared, subtract 2\" from its Move characteristic and subtract 2 from Charge rolls made for it."
        }
      ]
    },
    {
      "leaderId": "000004192",
      "leader": "Red Corsairs Reave-Captain",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Brutal Raider",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Raider’s Due",
          "status": "manual",
          "text": "When this unit declares a charge, If an enemy unit within range of an objective is within 12\" of this unit, you can use this ability. If you do: This unit can re-roll that charge roll. This unit must end that charge move engaged with one or more of those enemy units."
        }
      ]
    },
    {
      "leaderId": "000002520",
      "leader": "Knight-Centura",
      "faction": "AC",
      "slot": "support",
      "bodyguardId": "000004256",
      "bodyguard": "Witchseeker Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Knight-Centura",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Knight-Centura",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Knight-Centura",
          "name": "Daughters of the Abyss",
          "status": "manual",
          "text": "Friendly Anathema Psykana units with this ability have Feel No Pain 3+ against psychic attacks . Friendly ANATHEMA PSYKANA units with this ability have the following ability: Psychic Null (Aura): Friendly Adeptus Custodes units within 6\" of this unit have Feel No Pain 5+ against psychic attacks ."
        },
        {
          "source": "Knight-Centura",
          "name": "Seeker’s Instincts",
          "status": "manual",
          "text": "This unit has +2\" M . This unit can re-roll advance rolls and charge rolls."
        },
        {
          "source": "Knight-Centura",
          "name": "Corner the Quarry",
          "status": "manual",
          "text": "When an enemy unit (excluding MONSTER / VEHICLE units) engaged with this unit makes a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is battle-shocked, -1 from those hazard rolls."
        }
      ]
    },
    {
      "leaderId": "000002518",
      "leader": "Blade Champion",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004250",
      "bodyguard": "Custodian Guard Sodality with Adrasite Spears",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blade Champion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Blade Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blade Champion",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Blade Champion",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Blade Champion",
          "name": "Swift Onslaught",
          "status": "manual",
          "text": "This unit can: Re-roll advance rolls. Re-roll charge rolls."
        },
        {
          "source": "Blade Champion",
          "name": "Sword of the Throne",
          "status": "manual",
          "text": "At the start of the first battle round, select one enemy unit to be this model's mark : This model's attacks that target this model's mark have +1 to wound rolls. Each time this model's mark is destroyed, select one enemy unit to be this model's mark ."
        }
      ]
    },
    {
      "leaderId": "000000218",
      "leader": "Azrael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Azrael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Azrael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Azrael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Azrael",
          "name": "Masterful Tactician",
          "status": "manual",
          "text": "In your Movement phase, select up to one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Azrael",
          "name": "Supreme Grand Master",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Azrael",
          "name": "Watcher in the Dark (Once per battle, per unit)",
          "status": "manual",
          "text": "In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Azrael",
          "name": "The Lion Helm",
          "status": "manual",
          "text": "This unit has 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000002796",
      "leader": "Marshal",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marshal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marshal",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marshal",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marshal",
          "name": "Inspirational Exemplar",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        },
        {
          "source": "Marshal",
          "name": "Pious Fervour",
          "status": "manual",
          "text": "When this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have +1 A for each enemy unit within 6\" of this model (to a maximum of +3 A )."
        }
      ]
    },
    {
      "leaderId": "000000899",
      "leader": "Canoness",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002481",
      "bodyguard": "Celestian Sacresants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness",
          "name": "The Emperor’s Grace",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save."
        },
        {
          "source": "Canoness",
          "name": "Null Rod",
          "status": "manual",
          "text": "Models in the bearer's unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks."
        },
        {
          "source": "Canoness",
          "name": "Rod of Office",
          "status": "manual",
          "text": "Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1."
        },
        {
          "source": "Canoness",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000004187",
      "leader": "Captain Titus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain Titus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Captain Titus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain Titus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain Titus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain Titus",
          "name": "Press the Attack",
          "status": "manual",
          "text": "This unit's melee attacks have: [Sustained Hits 1: non-Monster/vehicle]. Or: If the assault doctrine is active for this unit, [Sustained Hits 1]."
        },
        {
          "source": "Captain Titus",
          "name": "Righteous Fury (Once per battle, per army)",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, this unit's melee attacks have +1 S , and when this unit has fought: This model heals D3 wounds. Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds."
        },
        {
          "source": "Captain Titus",
          "name": "Honour of Ultramar",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000004198",
      "leader": "Prince Yriel",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000004168",
      "bodyguard": "Corsair Voidreavers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004198",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        },
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000004198",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        }
      ],
      "coverage": [
        {
          "source": "Prince Yriel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Prince Yriel",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Prince Yriel",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Prince Yriel",
          "name": "Piratical Hero",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Prince Yriel",
          "name": "Prince of Corsairs",
          "status": "manual",
          "text": "After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000000901",
      "leader": "Hospitaller",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000901",
          "source": "Hospitaller",
          "name": "Medicus Ministorum"
        }
      ],
      "coverage": [
        {
          "source": "Hospitaller",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hospitaller",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Hospitaller",
          "name": "Medicus Ministorum",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Hospitaller",
          "name": "Sacred Healing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000004187",
      "leader": "Captain Titus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain Titus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Captain Titus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain Titus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain Titus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain Titus",
          "name": "Press the Attack",
          "status": "manual",
          "text": "This unit's melee attacks have: [Sustained Hits 1: non-Monster/vehicle]. Or: If the assault doctrine is active for this unit, [Sustained Hits 1]."
        },
        {
          "source": "Captain Titus",
          "name": "Righteous Fury (Once per battle, per army)",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, this unit's melee attacks have +1 S , and when this unit has fought: This model heals D3 wounds. Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds."
        },
        {
          "source": "Captain Titus",
          "name": "Honour of Ultramar",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000000225",
      "leader": "Asmodai",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Asmodai",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Asmodai",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Asmodai",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Asmodai",
          "name": "Exemplar of Hate",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Asmodai",
          "name": "Feared Interrogator",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy CHARACTER unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000000079",
      "leader": "Librarian In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000230",
      "bodyguard": "Deathwing Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Might of Heroes (psychic level 1)",
          "status": "manual",
          "text": "In the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's melee attacks have +2 S ."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Thunderous Force (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's ranged attacks have +6\" R ."
        }
      ]
    },
    {
      "leaderId": "000002472",
      "leader": "Palatine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002472",
          "source": "Palatine",
          "name": "Fury of the Righteous"
        }
      ],
      "coverage": [
        {
          "source": "Palatine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Palatine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Palatine",
          "name": "Fury of the Righteous",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Palatine",
          "name": "Rapturous Blows",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage."
        }
      ]
    },
    {
      "leaderId": "000000936",
      "leader": "Dark Apostle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000001464",
      "leader": "Fluxmaster",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000002584",
      "bodyguard": "Pink Horrors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fluxmaster",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Fluxmaster",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fluxmaster",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Fluxmaster",
          "name": "Fluxmaster",
          "status": "manual",
          "text": "This unit has Stealth. Melee attacks that target this unit have -1 to hit rolls."
        },
        {
          "source": "Fluxmaster",
          "name": "Altered Reality (Psychic)",
          "status": "manual",
          "text": "Once per battle round, after a Hit roll, a Wound roll, or a saving throw is made for this model, you can change the result of that roll to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000001536",
      "leader": "Big Mek With Shokk Attack Gun",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000038",
      "bodyguard": "Mek Gunz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Support Shokka",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Orks Infantry unit (excluding BIG MEK WITH SHOKK ATTACK GUN units), this model has Lone Operative."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002683",
      "bodyguard": "Vigilant Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000000942",
      "leader": "Sorcerer On Palanquin Of Nurgle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000000942",
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Feculent Despair (Aura, Psychic)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test."
        }
      ]
    },
    {
      "leaderId": "000002291",
      "leader": "Sammael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002712",
      "bodyguard": "Outrider Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sammael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sammael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sammael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Sammael",
          "name": "Cut Off Their Escape",
          "status": "manual",
          "text": "When an enemy unit engaged with this unit (excluding MONSTER / VEHICLE units) makes a fall-back move, that enemy unit must use the desperate escape mode. If that enemy unit is battle-shocked, -1 from those hazard rolls."
        },
        {
          "source": "Sammael",
          "name": "Grand Master of the Ravenwing",
          "status": "manual",
          "text": "This unit has Mobile. In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004174",
      "bodyguard": "Aquila Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000000899",
      "leader": "Canoness",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002507",
      "bodyguard": "Sisters Novitiate Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness",
          "name": "The Emperor’s Grace",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save."
        },
        {
          "source": "Canoness",
          "name": "Null Rod",
          "status": "manual",
          "text": "Models in the bearer's unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks."
        },
        {
          "source": "Canoness",
          "name": "Rod of Office",
          "status": "manual",
          "text": "Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1."
        },
        {
          "source": "Canoness",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000901",
      "leader": "Hospitaller",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000901",
          "source": "Hospitaller",
          "name": "Medicus Ministorum"
        }
      ],
      "coverage": [
        {
          "source": "Hospitaller",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hospitaller",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Hospitaller",
          "name": "Medicus Ministorum",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Hospitaller",
          "name": "Sacred Healing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000297",
      "leader": "Ulrik The Slayer",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000303",
      "bodyguard": "Blood Claws",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ulrik The Slayer",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Slayer's Oath",
          "status": "manual",
          "text": "At the start of the first battle round, you select up to one enemy CHARACTER / MONSTER / VEHICLE unit to be this unit's slayer's oath: This unit's attacks that target this unit's slayer's oath can ignore modifiers to your unit's: BS and WS . Hit rolls."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Oathbound",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls. Or: This unit's melee attacks that target this unit's slayer's oath have +1 to hit rolls and wound rolls."
        }
      ]
    },
    {
      "leaderId": "000003839",
      "leader": "Tech-priest Dominus",
      "faction": "QI",
      "slot": "leader",
      "bodyguardId": "000003843",
      "bodyguard": "Skitarii Vanguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000003839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000844",
      "bodyguard": "Corpuscarii Electro-priests",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004119",
      "bodyguard": "Servitor Battleclade",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000004036",
      "leader": "Chaos Lord",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004044",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord",
          "name": "Chance for Glory",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004249",
      "bodyguard": "Eradicator Squad with Melta Rifles",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000003846",
      "leader": "Traitor Enforcer",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003853",
      "bodyguard": "Traitor Guardsmen Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Traitor Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Traitor Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Traitor Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed."
        },
        {
          "source": "Traitor Enforcer",
          "name": "Mutated Bodyguard",
          "status": "manual",
          "text": "While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability."
        }
      ]
    },
    {
      "leaderId": "000003847",
      "leader": "Renegade Enforcer",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003857",
      "bodyguard": "Renegade Heavy Weapons Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Renegade Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Renegade Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Renegade Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed.",
          "leading": true
        },
        {
          "source": "Renegade Enforcer",
          "name": "Enforcer",
          "status": "manual",
          "text": "This model's unit is eligible to declare a charge in a turn in which it Fell Back."
        }
      ]
    },
    {
      "leaderId": "000003847",
      "leader": "Renegade Enforcer",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003853",
      "bodyguard": "Traitor Guardsmen Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Renegade Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Renegade Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Renegade Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed.",
          "leading": true
        },
        {
          "source": "Renegade Enforcer",
          "name": "Enforcer",
          "status": "manual",
          "text": "This model's unit is eligible to declare a charge in a turn in which it Fell Back."
        }
      ]
    },
    {
      "leaderId": "000002796",
      "leader": "Marshal",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marshal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marshal",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marshal",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marshal",
          "name": "Inspirational Exemplar",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        },
        {
          "source": "Marshal",
          "name": "Pious Fervour",
          "status": "manual",
          "text": "When this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have +1 A for each enemy unit within 6\" of this model (to a maximum of +3 A )."
        }
      ]
    },
    {
      "leaderId": "000002694",
      "leader": "Winged Tyranid Prime",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000002692",
      "bodyguard": "Tyranid Warriors With Ranged Bio-weapons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002694",
          "source": "Winged Tyranid Prime",
          "name": "Alpha Warrior"
        }
      ],
      "coverage": [
        {
          "source": "Winged Tyranid Prime",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Alpha Warrior",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Death Blow",
          "status": "manual",
          "text": "If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play."
        }
      ]
    },
    {
      "leaderId": "000000219",
      "leader": "Belial",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000230",
      "bodyguard": "Deathwing Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Belial",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Belial",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Belial",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Belial",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Belial",
          "name": "Grand Master of the Deathwing",
          "status": "manual",
          "text": "This unit's attacks that target an enemy CHARACTER unit have +1 to wound rolls."
        },
        {
          "source": "Belial",
          "name": "Strikes of Retribution",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000003941",
      "leader": "Krieg Command Squad",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003950",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Krieg Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Grim Determination",
          "status": "manual",
          "text": "While this unit contains an OFFICER , you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Alchemyk Counteragents",
          "status": "manual",
          "text": "The bearer's unit has the Feel No Pain 6+ ability against mortal wounds."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Servo-scribes",
          "status": "manual",
          "text": "Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. Designer's Note: Place a Servo-scribes token next to the unit, removing it when this ability has been used."
        },
        {
          "source": "Krieg Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000003890",
      "leader": "Lord Marshal Dreir",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003898",
      "bodyguard": "Death Riders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Marshal Dreir",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Marshal Dreir",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Lord Marshal Dreir",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Marshal Dreir",
          "name": "Tough to Kill",
          "status": "manual",
          "text": "The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with D3 wounds remaining."
        },
        {
          "source": "Lord Marshal Dreir",
          "name": "Leading the Charge",
          "status": "manual",
          "text": "Each time this model's unit makes a Charge move, until the end of the turn, melee weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Lord Marshal Dreir",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to Regiment units."
        }
      ]
    },
    {
      "leaderId": "000003909",
      "leader": "Lhykhis",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000601",
      "bodyguard": "Warp Spiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lhykhis",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lhykhis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lhykhis",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Lhykhis",
          "name": "Empyric Ambush",
          "status": "manual",
          "text": "While this model is leading a unit, that unit is eligible to declare a charge in a turn in which it used its Flickerjump ability.",
          "leading": true
        },
        {
          "source": "Lhykhis",
          "name": "Whispering Web",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly Aeldari model makes an attack that targets that unit, an unmodified Hit roll of 5+ scores a Critical Hit."
        }
      ]
    },
    {
      "leaderId": "000003914",
      "leader": "Ynnari Archon",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000003918",
      "bodyguard": "Ynnari Incubi",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ynnari Archon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ynnari Archon",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Ynnari Archon",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Ynnari Archon",
          "name": "Overlord",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Wound roll of 1. While that unit is below its Starting Strength, each time a model in that unit makes an attack, you can re-roll the Wound roll instead.",
          "leading": true
        },
        {
          "source": "Ynnari Archon",
          "name": "Reborn Mastermind",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Ynnari Archon",
          "name": "Shadow Field",
          "status": "manual",
          "text": "You cannot re-roll invulnerable saving throws made for the bearer. The first time an invulnerable saving throw made for the bearer is failed, until the end of the battle, the bearer has no invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000003914",
      "leader": "Ynnari Archon",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000003916",
      "bodyguard": "Ynnari Kabalite Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ynnari Archon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ynnari Archon",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Ynnari Archon",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Ynnari Archon",
          "name": "Overlord",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Wound roll of 1. While that unit is below its Starting Strength, each time a model in that unit makes an attack, you can re-roll the Wound roll instead.",
          "leading": true
        },
        {
          "source": "Ynnari Archon",
          "name": "Reborn Mastermind",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        },
        {
          "source": "Ynnari Archon",
          "name": "Shadow Field",
          "status": "manual",
          "text": "You cannot re-roll invulnerable saving throws made for the bearer. The first time an invulnerable saving throw made for the bearer is failed, until the end of the battle, the bearer has no invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000003915",
      "leader": "Ynnari Succubus",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000003917",
      "bodyguard": "Ynnari Wyches",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003915",
          "source": "Ynnari Succubus",
          "name": "Storm of Blades"
        }
      ],
      "coverage": [
        {
          "source": "Ynnari Succubus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ynnari Succubus",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Ynnari Succubus",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Ynnari Succubus",
          "name": "Storm of Blades",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ynnari Succubus",
          "name": "Empowered by Death",
          "status": "manual",
          "text": "At the start of the Fight phase, if this model's unit is below its Starting Strength, until the end of the phase, models in that unit have the Fights First ability."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000002534",
      "leader": "Troupe Master",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000002536",
      "bodyguard": "Troupe",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Troupe Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Troupe Master",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Troupe Master",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Troupe Master",
          "name": "Choreographer of War",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a Pile-in or Consolidation move, it can move up to 6\" instead of up to 3\". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.",
          "leading": true
        },
        {
          "source": "Troupe Master",
          "name": "Cegorach’s Favour",
          "status": "manual",
          "text": "Each time this model makes a melee attack, you can re-roll a Hit roll of 1 and add 1 to the Wound roll."
        },
        {
          "source": "Troupe Master",
          "name": "TRAVELLING PLAYERS",
          "status": "manual",
          "text": "Unless otherwise stated, you cannot include more than one of this model in your army."
        },
        {
          "source": "Troupe Master",
          "name": "Flip Belt",
          "status": "manual",
          "text": "Each time the bearer's unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move."
        }
      ]
    },
    {
      "leaderId": "000004159",
      "leader": "Shadowseer",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000004164",
      "bodyguard": "Troupe",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shadowseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shadowseer",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Shadowseer",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Shadowseer",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Shadowseer",
          "name": "Fog of Dreams (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18\".",
          "leading": true
        },
        {
          "source": "Shadowseer",
          "name": "Treacherous Illusion (Psychic)",
          "status": "manual",
          "text": "Melee weapons equipped by enemy models have the [HAZARDOUS] ability while targeting this model's unit."
        },
        {
          "source": "Shadowseer",
          "name": "Flip Belt",
          "status": "manual",
          "text": "Each time the bearer's unit makes a Normal, Advance, Fall Back or Charge move, ignore any vertical distance when determining the total distance the bearer can be moved during that move."
        },
        {
          "source": "Shadowseer",
          "name": "TRAVELLING PLAYERS",
          "status": "manual",
          "text": "Unless otherwise stated, you cannot include more than one of this model in your army."
        }
      ]
    },
    {
      "leaderId": "000003937",
      "leader": "Provisionally Prepared",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000000724",
      "bodyguard": "Ratlings",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Provisionally Prepared",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Provisionally Prepared",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Provisionally Prepared",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Provisionally Prepared",
          "name": "A Hearty ‘Pick Me Up’",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to D3 destroyed models to that unit.",
          "leading": true
        },
        {
          "source": "Provisionally Prepared",
          "name": "Well-stocked Supplies",
          "status": "manual",
          "text": "While this model is leading a unit, improve the Leadership and Objective Control characteristics of models in that unit by 1.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000003938",
      "leader": "Cadian Castellan",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003948",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000003938",
          "source": "Cadian Castellan",
          "name": "Senior Officer"
        }
      ],
      "coverage": [
        {
          "source": "Cadian Castellan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cadian Castellan",
          "name": "Senior Officer",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Cadian Castellan",
          "name": "Get Back in the Fight",
          "status": "manual",
          "text": "While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.",
          "leading": true
        },
        {
          "source": "Cadian Castellan",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 2 Orders to Regiment units."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003818",
      "bodyguard": "Sisters of Battle Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002519",
      "leader": "Valerian",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004263",
      "bodyguard": "Custodian Guard Sodality with Pyrithite Spears",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Valerian",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Valerian",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Valerian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Valerian",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Valerian",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Valerian",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Valerian",
          "name": "Golden Laurels",
          "status": "manual",
          "text": "Attacks that target this unit have -1 AP ."
        },
        {
          "source": "Valerian",
          "name": "Hero of Lion's Gate (Once per battle, per unit)",
          "status": "manual",
          "text": "After making a hit roll, wound roll or save roll for this model, you can change the result to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000003946",
      "leader": "Quartermaster Cadre Squad",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003950",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Medicae Medi-packs",
          "status": "manual",
          "text": "Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Mindlock",
          "status": "manual",
          "text": "While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit's Medical scalpels by 1."
        }
      ]
    },
    {
      "leaderId": "000000716",
      "leader": "Commissar",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000000889",
      "leader": "Primaris Psyker",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002746",
      "bodyguard": "Tempestus Scions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001396",
      "leader": "Tech-Priest Enginseer",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-Priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly Astra Militarum Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, that VEHICLE model has a 4+ invulnerable save. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Astra Militarum Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Enginseer axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000002375",
      "leader": "Quartermaster Cadre Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Medicae Medi-packs",
          "status": "manual",
          "text": "Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Mindlock",
          "status": "manual",
          "text": "While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit's Medical scalpels by 1."
        }
      ]
    },
    {
      "leaderId": "000001396",
      "leader": "Tech-Priest Enginseer",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-Priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly Astra Militarum Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, that VEHICLE model has a 4+ invulnerable save. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Astra Militarum Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Enginseer axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000000582",
      "leader": "Farseer",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000589",
      "bodyguard": "Guardian Defenders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Farseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Farseer",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Farseer",
          "name": "Branching Fates (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, once per phase, you can change the result of one Hit roll, one Wound roll or one Damage roll made for a model in that unit (excluding Support Weapon models) to an unmodified 6.",
          "leading": true
        },
        {
          "source": "Farseer",
          "name": "Guide (Psychic)",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy unit within 18\" of and visible to this model. Until the start of your next Command phase, each time a friendly AELDARI model makes an attack that targets that enemy unit, add 1 to the Hit roll. Each unit can only be selected for this ability once per turn."
        }
      ]
    },
    {
      "leaderId": "000004036",
      "leader": "Chaos Lord",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004064",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord",
          "name": "Chance for Glory",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1."
        }
      ]
    },
    {
      "leaderId": "000004037",
      "leader": "Chaos Lord In Terminator Armour",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004043",
      "bodyguard": "Chaos Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Formidably Resilient",
          "status": "manual",
          "text": "Each time an attack is allocated to this model, halve the Damage characteristic of that attack."
        }
      ]
    },
    {
      "leaderId": "000004038",
      "leader": "Chaos Lord with Jump Pack",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004067",
      "bodyguard": "Raptors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Cruel Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time that unit Piles In or Consolidates, each model in that unit can move up to 6\" instead of up to 3\".",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004039",
      "leader": "Chaos Lord On Disc Of Tzeentch",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004044",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnpMortal",
          "value": 5,
          "scope": "unit",
          "sourceId": "000004039",
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate"
        }
      ],
      "coverage": [
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000938",
      "leader": "Sorcerer",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer",
          "name": "Prescience (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Sorcerer",
          "name": "Gift of Chaos (Psychic)",
          "status": "manual",
          "text": "Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000004041",
      "leader": "Chaos Lord On Palanquin Of Nurgle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004044",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Revolting Regeneration",
          "status": "manual",
          "text": "At the start of your Command phase, this model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000004046",
      "leader": "Dark Commune",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004052",
      "bodyguard": "Accursed Cultists",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000003844",
      "leader": "Cultist Firebrand",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003849",
      "bodyguard": "Cultist Mob",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000003844",
      "leader": "Cultist Firebrand",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003850",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000004047",
      "leader": "Traitor Enforcer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004054",
      "bodyguard": "Traitor Guardsmen Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Traitor Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Traitor Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Traitor Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "Once per turn, while this unit is leading a unit and contains a TRAITOR ENFORCER model, you can target that unit with the Fire Overwatch Stratagem for 0CP, and can do so even if you have already targeted a different unit from your army with that Stratagem this turn. Each time you use this ability, one Bodyguard model in that unit is destroyed."
        },
        {
          "source": "Traitor Enforcer",
          "name": "Mutated Bodyguard",
          "status": "manual",
          "text": "While this unit contains a Traitor Ogryn model, CHARACTER models in this unit have the Feel No Pain 4+ ability."
        }
      ]
    },
    {
      "leaderId": "000004048",
      "leader": "Renegade Enforcer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004058",
      "bodyguard": "Renegade Heavy Weapons Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Renegade Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Renegade Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Renegade Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed.",
          "leading": true
        },
        {
          "source": "Renegade Enforcer",
          "name": "Enforcer",
          "status": "manual",
          "text": "This model's unit is eligible to declare a charge in a turn in which it Fell Back."
        }
      ]
    },
    {
      "leaderId": "000004048",
      "leader": "Renegade Enforcer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004054",
      "bodyguard": "Traitor Guardsmen Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Renegade Enforcer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Renegade Enforcer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Renegade Enforcer",
          "name": "Brutal Example",
          "status": "manual",
          "text": "While this model is leading a unit, you can target that unit with the Insane Bravery Stratagem for 0CP, and can do so even if another unit from your army has already been targeted with that Stratagem this phase. Each time you use this ability, one Bodyguard model in that unit is destroyed.",
          "leading": true
        },
        {
          "source": "Renegade Enforcer",
          "name": "Enforcer",
          "status": "manual",
          "text": "This model's unit is eligible to declare a charge in a turn in which it Fell Back."
        }
      ]
    },
    {
      "leaderId": "000003712",
      "leader": "Cultist Firebrand",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003713",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000000127",
      "leader": "Iron Father Feirros",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004249",
      "bodyguard": "Eradicator Squad with Melta Rifles",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Father Feirros",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Master of the Forge",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals 3 wounds. That VEHICLE model's attacks can ignore modifiers to the following until the start of your next Movement phase: BS . Hit rolls and wound rolls."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Rites of Tempering",
          "status": "manual",
          "text": "Attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Iron Father",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative"
        }
      ]
    },
    {
      "leaderId": "000004062",
      "leader": "Dark Apostle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004052",
      "bodyguard": "Accursed Cultists",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000004062",
      "leader": "Dark Apostle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004044",
      "bodyguard": "Chosen",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000001355",
      "leader": "Exalted Champion",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one other CHARACTER model has already been attached to it (a unit cannot have two EXALTED CHAMPIONS 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.",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001355",
          "source": "Exalted Champion",
          "name": "Dark Champion"
        }
      ],
      "coverage": [
        {
          "source": "Exalted Champion",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Champion",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Exalted Champion",
          "name": "Dark Champion",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Exalted Champion",
          "name": "Aspire to Glory",
          "status": "manual",
          "text": "Each time this model's unit makes a Dark Pact, until the end of the phase, add D3 to the Strength characteristic of weapons equipped by this model."
        }
      ]
    },
    {
      "leaderId": "000001600",
      "leader": "Rogue Psyker",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000001601",
      "bodyguard": "Negavolt Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000933",
      "leader": "Chaos Lord On Disc Of Tzeentch",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnpMortal",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000933",
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate"
        }
      ],
      "coverage": [
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000936",
      "leader": "Dark Apostle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000001601",
      "bodyguard": "Negavolt Cultists",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000000119",
      "leader": "Librarian In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000128",
      "bodyguard": "Infiltrator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Shrouding (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Soul Sight (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit. Ranged attacks that target that enemy unit have [IGNORES COVER]."
        }
      ]
    },
    {
      "leaderId": "000000942",
      "leader": "Sorcerer On Palanquin Of Nurgle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000000942",
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Feculent Despair (Aura, Psychic)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test."
        }
      ]
    },
    {
      "leaderId": "000002793",
      "leader": "Castellan",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Castellan",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Castellan",
          "name": "Vehement Aggression",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, make a leadership roll for this unit: This unit's melee attacks can re-roll hit rolls of 1. Or: If that roll succeeds: This unit's melee attacks: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000944",
      "leader": "Warpsmith",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warpsmith",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warpsmith",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Warpsmith",
          "name": "Warpsmith",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Heretic Astartes Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Warpsmith",
          "name": "Master of Mechanisms",
          "status": "manual",
          "text": "In your Command phase, select one friendly Heretic Astartes Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Warpsmith",
          "name": "Enrage Machine Spirits",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy VEHICLE unit within 12\" of this model. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000002701",
      "leader": "Captain In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004182",
      "bodyguard": "Wolf Scouts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Tactical Fluidity (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6\". Or: At the end of your opponent's Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000000942",
      "leader": "Sorcerer On Palanquin Of Nurgle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000000942",
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Feculent Despair (Aura, Psychic)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003827",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000004078",
      "leader": "Lord Exultant",
      "faction": "EC",
      "slot": "leader",
      "bodyguardId": "000004079",
      "bodyguard": "Tormentors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004078",
          "source": "Lord Exultant",
          "name": "Perfectionists"
        }
      ],
      "coverage": [
        {
          "source": "Lord Exultant",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Exultant",
          "name": "Thrill Seekers",
          "status": "manual",
          "text": "If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: It cannot target a unit it was within Engagement Range of at the start of the turn. It cannot target a unit that was the target of another units charge or attack this phase."
        },
        {
          "source": "Lord Exultant",
          "name": "Perfectionists",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Lord Exultant",
          "name": "Euphoric Strikes",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristic of those weapons by 1."
        },
        {
          "source": "Lord Exultant",
          "name": "LORD OF THE HOST",
          "status": "manual",
          "text": "If this model is attached to an Emperor's Children Battleline unit during the Declare Battle Formations step, this model has the Infiltrators and Scouts 6\" abilities."
        }
      ]
    },
    {
      "leaderId": "000004078",
      "leader": "Lord Exultant",
      "faction": "EC",
      "slot": "leader",
      "bodyguardId": "000004080",
      "bodyguard": "Infractors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004078",
          "source": "Lord Exultant",
          "name": "Perfectionists"
        }
      ],
      "coverage": [
        {
          "source": "Lord Exultant",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Exultant",
          "name": "Thrill Seekers",
          "status": "manual",
          "text": "If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: It cannot target a unit it was within Engagement Range of at the start of the turn. It cannot target a unit that was the target of another units charge or attack this phase."
        },
        {
          "source": "Lord Exultant",
          "name": "Perfectionists",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Lord Exultant",
          "name": "Euphoric Strikes",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristic of those weapons by 1."
        },
        {
          "source": "Lord Exultant",
          "name": "LORD OF THE HOST",
          "status": "manual",
          "text": "If this model is attached to an Emperor's Children Battleline unit during the Declare Battle Formations step, this model has the Infiltrators and Scouts 6\" abilities."
        }
      ]
    },
    {
      "leaderId": "000004083",
      "leader": "Lucius the Eternal",
      "faction": "EC",
      "slot": "leader",
      "bodyguardId": "000004089",
      "bodyguard": "Flawless Blades",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lucius the Eternal",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Lucius the Eternal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lucius the Eternal",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Lucius the Eternal",
          "name": "Thrill Seekers",
          "status": "manual",
          "text": "If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: It cannot target a unit it was within Engagement Range of at the start of the turn. It cannot target a unit that was the target of another units charge or attack this phase."
        },
        {
          "source": "Lucius the Eternal",
          "name": "A Challenge Worthy of Skill",
          "status": "manual",
          "text": "Each time this model makes an attack that targets a CHARACTER , MONSTER or WALKER unit, you can re-roll the Hit roll and you can re-roll the Wound roll."
        },
        {
          "source": "Lucius the Eternal",
          "name": "Duellist’s Hubris",
          "status": "manual",
          "text": "At the start of the Fight phase; if this model is not leading a unit, until the end of the phase, it has the Fights First ability."
        }
      ]
    },
    {
      "leaderId": "000004084",
      "leader": "Lord Kakophonist",
      "faction": "EC",
      "slot": "leader",
      "bodyguardId": "000004081",
      "bodyguard": "Chaos Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000004084",
          "source": "Lord Kakophonist",
          "name": "Obsessive Annunciation"
        }
      ],
      "coverage": [
        {
          "source": "Lord Kakophonist",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Kakophonist",
          "name": "Thrill Seekers",
          "status": "manual",
          "text": "If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: It cannot target a unit it was within Engagement Range of at the start of the turn. It cannot target a unit that was the target of another units charge or attack this phase."
        },
        {
          "source": "Lord Kakophonist",
          "name": "Obsessive Annunciation",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Lord Kakophonist",
          "name": "Doom Siren",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks and roll three D6: for each 4+, that enemy unit suffers 1 mortal wound. If an enemy unit suffers one or more mortal wounds as a result of this ability, it must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000004084",
      "leader": "Lord Kakophonist",
      "faction": "EC",
      "slot": "leader",
      "bodyguardId": "000004088",
      "bodyguard": "Noise Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000004084",
          "source": "Lord Kakophonist",
          "name": "Obsessive Annunciation"
        }
      ],
      "coverage": [
        {
          "source": "Lord Kakophonist",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Kakophonist",
          "name": "Thrill Seekers",
          "status": "manual",
          "text": "If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: It cannot target a unit it was within Engagement Range of at the start of the turn. It cannot target a unit that was the target of another units charge or attack this phase."
        },
        {
          "source": "Lord Kakophonist",
          "name": "Obsessive Annunciation",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Lord Kakophonist",
          "name": "Doom Siren",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, select one enemy INFANTRY unit hit by one or more of those attacks and roll three D6: for each 4+, that enemy unit suffers 1 mortal wound. If an enemy unit suffers one or more mortal wounds as a result of this ability, it must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000004085",
      "leader": "Sorcerer",
      "faction": "EC",
      "slot": "leader",
      "bodyguardId": "000004079",
      "bodyguard": "Tormentors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Thrill Seekers",
          "status": "manual",
          "text": "If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: It cannot target a unit it was within Engagement Range of at the start of the turn. It cannot target a unit that was the target of another units charge or attack this phase."
        },
        {
          "source": "Sorcerer",
          "name": "Warped Interference (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a ranged attack targets that unit, models in it have the Benefit of Cover against that attack."
        },
        {
          "source": "Sorcerer",
          "name": "Wracking Agonies (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2\" from its Move characteristic and subtract 2 from Charge rolls made for it."
        }
      ]
    },
    {
      "leaderId": "000004085",
      "leader": "Sorcerer",
      "faction": "EC",
      "slot": "leader",
      "bodyguardId": "000004088",
      "bodyguard": "Noise Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Thrill Seekers",
          "status": "manual",
          "text": "If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: It cannot target a unit it was within Engagement Range of at the start of the turn. It cannot target a unit that was the target of another units charge or attack this phase."
        },
        {
          "source": "Sorcerer",
          "name": "Warped Interference (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a ranged attack targets that unit, models in it have the Benefit of Cover against that attack."
        },
        {
          "source": "Sorcerer",
          "name": "Wracking Agonies (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2\" from its Move characteristic and subtract 2 from Charge rolls made for it."
        }
      ]
    },
    {
      "leaderId": "000004085",
      "leader": "Sorcerer",
      "faction": "EC",
      "slot": "leader",
      "bodyguardId": "000004080",
      "bodyguard": "Infractors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Thrill Seekers",
          "status": "manual",
          "text": "If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so: It cannot target a unit it was within Engagement Range of at the start of the turn. It cannot target a unit that was the target of another units charge or attack this phase."
        },
        {
          "source": "Sorcerer",
          "name": "Warped Interference (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a ranged attack targets that unit, models in it have the Benefit of Cover against that attack."
        },
        {
          "source": "Sorcerer",
          "name": "Wracking Agonies (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one INFANTRY unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2\" from its Move characteristic and subtract 2 from Charge rolls made for it."
        }
      ]
    },
    {
      "leaderId": "000004100",
      "leader": "Tormentbringer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001144",
      "bodyguard": "Hellflayers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tormentbringer",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Tormentbringer",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Tormentbringer",
          "name": "Tormentbringer (Aura)",
          "status": "manual",
          "text": "While a friendly Slaanesh Legiones Daemonica unit is within 6\" of this model, melee weapons in that unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Tormentbringer",
          "name": "Hysterical Frenzy (Psychic)",
          "status": "manual",
          "text": "Each time a model in this model's unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play."
        }
      ]
    },
    {
      "leaderId": "000004065",
      "leader": "Master Of Possession",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004064",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Possession",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Possession",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Possession",
          "name": "Daemonkin (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Master Of Possession",
          "name": "Sacrificial Dagger",
          "status": "manual",
          "text": "Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model's unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000004103",
      "leader": "Slaughterbound",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002631",
      "bodyguard": "Exalted Eightbound",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Slaughterbound",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Slaughterbound",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Slaughterbound",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Slaughterbound",
          "name": "Rage Eternal",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return one destroyed Bodyguard model to that unit.",
          "leading": true
        },
        {
          "source": "Slaughterbound",
          "name": "Possessed Lord",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Slaughterbound",
          "name": "LORD OF THE EIGHTBOUND",
          "status": "manual",
          "text": "If this model is attached to a World Eaters Possessed unit during the Declare Battle Formations step, until the end of the battle, this model has the Deep Strike and Scouts 6\" abilities."
        }
      ]
    },
    {
      "leaderId": "000004103",
      "leader": "Slaughterbound",
      "faction": "WE",
      "slot": "leader",
      "bodyguardId": "000002630",
      "bodyguard": "Eightbound",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Slaughterbound",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Slaughterbound",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Slaughterbound",
          "name": "Blessings of Khorne",
          "status": "manual",
          "text": "If your Army Faction is WORLD EATERS , at the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne (see below). Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round. Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1,2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded. UNBRIDLED BLOODLUST This unit has +1 to charge rolls RAGE-FUELLED INVIGORATION Each time a model in this unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". TOTAL CARNAGE Each time a model in this unit is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play. MARTIAL EXCELLENCE Melee weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability. WARP BLADES Melee weapons equipped by models in this unit have the [LETHAL HITS] ability. DECAPITATING STRIKES Each time a model in this unit makes a melee attack that targets an INFANTRY unit, that attack has the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Slaughterbound",
          "name": "Rage Eternal",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return one destroyed Bodyguard model to that unit.",
          "leading": true
        },
        {
          "source": "Slaughterbound",
          "name": "Possessed Lord",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability."
        },
        {
          "source": "Slaughterbound",
          "name": "LORD OF THE EIGHTBOUND",
          "status": "manual",
          "text": "If this model is attached to a World Eaters Possessed unit during the Declare Battle Formations step, until the end of the battle, this model has the Deep Strike and Scouts 6\" abilities."
        }
      ]
    },
    {
      "leaderId": "000004109",
      "leader": "Lord of Poxes",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord of Poxes",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord of Poxes",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Lord of Poxes",
          "name": "Gift of Poxes",
          "status": "manual",
          "text": "Add 3\" to the range of this model's Contagion Range."
        },
        {
          "source": "Lord of Poxes",
          "name": "Shroud of Disease",
          "status": "manual",
          "text": "While this model is leading a unit, that unit cannot be targeted by ranged attacks unless the attacking model is within 18\".",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004117",
      "leader": "Hyperadapted Raveners",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000482",
      "bodyguard": "Raveners",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Hyperadapted Raveners",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Shadow In The Warp (Ravener Prime only)",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Alpha Invader",
          "status": "manual",
          "text": "Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Hypersensory Array",
          "status": "manual",
          "text": "Once per battle round, you can target this unit with the Rapid Ingress/Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase."
        }
      ]
    },
    {
      "leaderId": "000004118",
      "leader": "Hyperadapted Raveners",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003886",
      "bodyguard": "Raveners",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Hyperadapted Raveners",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Shadow In The Warp (Ravener Prime only)",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Alpha Invader",
          "status": "manual",
          "text": "Weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Hyperadapted Raveners",
          "name": "Hypersensory Array",
          "status": "manual",
          "text": "Once per battle round, you can target this unit with the Rapid Ingress/Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase."
        }
      ]
    },
    {
      "leaderId": "000004129",
      "leader": "Wolf Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Priest",
          "name": "Healing Balms",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        },
        {
          "source": "Wolf Priest",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000004130",
      "leader": "Wolf Guard Battle Leader",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Tempered Ferocity",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]. This unit's attacks that target an enemy unit within 6\" of this unit can re-roll hit rolls of 1."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Heroic Last Stand",
          "status": "manual",
          "text": "In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000004130",
      "leader": "Wolf Guard Battle Leader",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000303",
      "bodyguard": "Blood Claws",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Tempered Ferocity",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]. This unit's attacks that target an enemy unit within 6\" of this unit can re-roll hit rolls of 1."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Heroic Last Stand",
          "status": "manual",
          "text": "In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000004129",
      "leader": "Wolf Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000305",
      "bodyguard": "Grey Hunters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Priest",
          "name": "Healing Balms",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        },
        {
          "source": "Wolf Priest",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000002472",
      "leader": "Palatine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002472",
          "source": "Palatine",
          "name": "Fury of the Righteous"
        }
      ],
      "coverage": [
        {
          "source": "Palatine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Palatine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Palatine",
          "name": "Fury of the Righteous",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Palatine",
          "name": "Rapturous Blows",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage."
        }
      ]
    },
    {
      "leaderId": "000002530",
      "leader": "Lieutenant In Phobos Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002779",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        }
      ]
    },
    {
      "leaderId": "000000941",
      "leader": "Sorcerer On Disc Of Tzeentch",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "IGNORES COVER"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000000941",
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Altered Reality (Psychic)",
          "status": "manual",
          "text": "Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6."
        }
      ]
    },
    {
      "leaderId": "000001129",
      "leader": "Epidemius",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001132",
      "bodyguard": "Plaguebearers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000001129",
          "source": "Epidemius",
          "name": "Blessed by the Plague God"
        }
      ],
      "coverage": [
        {
          "source": "Epidemius",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Epidemius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Epidemius",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Epidemius",
          "name": "Blessed by the Plague God",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a 4+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Epidemius",
          "name": "Tally of Pestilence",
          "status": "manual",
          "text": "Keep a tally of how many enemy models are destroyed by Nurgle Legiones Daemonica models from your army during the battle. At the start of your Command phase, if this tally is 7 or more, you gain 1CP and the tally is reset to 0."
        }
      ]
    },
    {
      "leaderId": "000001138",
      "leader": "Tranceweaver",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001142",
      "bodyguard": "Daemonettes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tranceweaver",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Tranceweaver",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Tranceweaver",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tranceweaver",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Tranceweaver",
          "name": "Tranceweaver",
          "status": "manual",
          "text": "Each time a model in this unit makes an attack, re-roll a Hit roll of 1. If the target of that attack is within range of an objective marker, you can re-roll the Hit roll instead."
        },
        {
          "source": "Tranceweaver",
          "name": "Symphony of Pain (Psychic)",
          "status": "manual",
          "text": "At the end of your Movement phase, you can select one enemy unit that is Battle-shocked and within 12\" of this model. Until the end of the turn, each time a Slaanesh Legiones Daemonica model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000001139",
      "leader": "Herald Of Slaanesh On Steed Of Slaanesh",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001145",
      "bodyguard": "Seekers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Herald Of Slaanesh On Steed Of Slaanesh",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Herald Of Slaanesh On Steed Of Slaanesh",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Herald Of Slaanesh On Steed Of Slaanesh",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Herald Of Slaanesh On Steed Of Slaanesh",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Herald Of Slaanesh On Steed Of Slaanesh",
          "name": "Lethal Caress",
          "status": "manual",
          "text": "While this model is leading a unit, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1.",
          "leading": true
        },
        {
          "source": "Herald Of Slaanesh On Steed Of Slaanesh",
          "name": "Symphony of Pain (Psychic)",
          "status": "manual",
          "text": "At the end of your Movement phase, you can select one enemy unit that is Battle-shocked and within 12\" of this model. Until the end of the turn, each time a Slaanesh Legiones Daemonica model from your army makes an attack that targets that enemy unit, you can re-roll the Hit roll and you can re-roll the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000716",
      "leader": "Commissar",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000000716",
      "leader": "Commissar",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000004049",
      "leader": "Rogue Psyker",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004057",
      "bodyguard": "Negavolt Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001394",
      "leader": "Ministorum Priest",
      "faction": "AM",
      "slot": "support",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001394",
          "source": "Ministorum Priest",
          "name": "War Hymns"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "War Hymns",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Piety",
          "status": "manual",
          "text": "Each time this model makes a melee attack, unless this model's unit is Battle-shocked, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000001394",
      "leader": "Ministorum Priest",
      "faction": "AM",
      "slot": "support",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001394",
          "source": "Ministorum Priest",
          "name": "War Hymns"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "War Hymns",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Piety",
          "status": "manual",
          "text": "Each time this model makes a melee attack, unless this model's unit is Battle-shocked, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000001394",
      "leader": "Ministorum Priest",
      "faction": "AM",
      "slot": "support",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001394",
          "source": "Ministorum Priest",
          "name": "War Hymns"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "War Hymns",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Piety",
          "status": "manual",
          "text": "Each time this model makes a melee attack, unless this model's unit is Battle-shocked, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000004218",
      "leader": "Commissar Graves on Foot",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002746",
      "bodyguard": "Tempestus Scions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Graves on Foot",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Icon of Discipline",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a Charge in a turn in which it Fell Back."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Brutal Disciplinarian",
          "status": "manual",
          "text": "Once per turn, at the start of any phase, you can select one friendly Astra Militarum Infantry (excluding units that only contain one model) unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is no longer Battle-shocked."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to Regiment units. This OFFICER can only issue the Move! Move! Move!, Duty and Honour! and Fix Bayonets! Orders."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "USING COMMISSAR GRAVES",
          "status": "manual",
          "text": "Your army can only include one Commissar Graves or Commissar Graves on Foot unit."
        }
      ]
    },
    {
      "leaderId": "000000079",
      "leader": "Librarian In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Might of Heroes (psychic level 1)",
          "status": "manual",
          "text": "In the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's melee attacks have +2 S ."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Thunderous Force (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's ranged attacks have +6\" R ."
        }
      ]
    },
    {
      "leaderId": "000004218",
      "leader": "Commissar Graves on Foot",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Graves on Foot",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Icon of Discipline",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a Charge in a turn in which it Fell Back."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Brutal Disciplinarian",
          "status": "manual",
          "text": "Once per turn, at the start of any phase, you can select one friendly Astra Militarum Infantry (excluding units that only contain one model) unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is no longer Battle-shocked."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to Regiment units. This OFFICER can only issue the Move! Move! Move!, Duty and Honour! and Fix Bayonets! Orders."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "USING COMMISSAR GRAVES",
          "status": "manual",
          "text": "Your army can only include one Commissar Graves or Commissar Graves on Foot unit."
        }
      ]
    },
    {
      "leaderId": "000000889",
      "leader": "Primaris Psyker",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000889",
      "leader": "Primaris Psyker",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001400",
      "leader": "Bonesinger",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000613",
      "bodyguard": "Wraithlord",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bonesinger",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bonesinger",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Bonesinger",
          "name": "Way of the Shaper (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, Wraith Construct models in that unit have the Feel No Pain 6+ ability.",
          "leading": true
        },
        {
          "source": "Bonesinger",
          "name": "Bonesinger",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Wraith Construct or Asuryani Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Bonesinger",
          "name": "Psytronome Shaper",
          "status": "manual",
          "text": "In your Command phase, you can select one friendly Wraith Construct or Asuryani Vehicle model within 3\" of this model. That WRAITH CONSTRUCT or ASURYANI VEHICLE model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000001400",
      "leader": "Bonesinger",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000597",
      "bodyguard": "Wraithguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bonesinger",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bonesinger",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Bonesinger",
          "name": "Way of the Shaper (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, Wraith Construct models in that unit have the Feel No Pain 6+ ability.",
          "leading": true
        },
        {
          "source": "Bonesinger",
          "name": "Bonesinger",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Wraith Construct or Asuryani Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Bonesinger",
          "name": "Psytronome Shaper",
          "status": "manual",
          "text": "In your Command phase, you can select one friendly Wraith Construct or Asuryani Vehicle model within 3\" of this model. That WRAITH CONSTRUCT or ASURYANI VEHICLE model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000001400",
      "leader": "Bonesinger",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000598",
      "bodyguard": "Wraithblades",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bonesinger",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bonesinger",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Bonesinger",
          "name": "Way of the Shaper (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, Wraith Construct models in that unit have the Feel No Pain 6+ ability.",
          "leading": true
        },
        {
          "source": "Bonesinger",
          "name": "Bonesinger",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Wraith Construct or Asuryani Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Bonesinger",
          "name": "Psytronome Shaper",
          "status": "manual",
          "text": "In your Command phase, you can select one friendly Wraith Construct or Asuryani Vehicle model within 3\" of this model. That WRAITH CONSTRUCT or ASURYANI VEHICLE model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000004248",
      "leader": "Kaius Konorius",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kaius Konorius",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kaius Konorius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kaius Konorius",
          "name": "Veteran Bodyguard",
          "status": "manual",
          "text": "While this model is attached to a unit, other CHARACTER models in this unit have Feel No Pain 4+.",
          "leading": true
        },
        {
          "source": "Kaius Konorius",
          "name": "Calgar’s Champion",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004174",
      "bodyguard": "Aquila Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000225",
      "leader": "Asmodai",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Asmodai",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Asmodai",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Asmodai",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Asmodai",
          "name": "Exemplar of Hate",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Asmodai",
          "name": "Feared Interrogator",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy CHARACTER unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000003832",
      "leader": "Death Company Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001997",
      "bodyguard": "Death Company Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Death Company Captain",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Death Company Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Death Company Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Death Company Captain",
          "name": "Death Visions of Sanguinius",
          "status": "manual",
          "text": "In the Fight phase, when an enemy unit has fought, if this model was destroyed by those attacks, you can use this ability. If you do, roll one D6, with +2 to that roll if this model was engaged with an enemy WARLORD unit: On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4-5, that enemy unit suffers 3 mortal wounds . On a 6+, that enemy unit suffers D3+3 mortal wounds ."
        },
        {
          "source": "Death Company Captain",
          "name": "Black Rage",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls of 1. While this unit is not within 6\" of one or more friendly Blood Angels Character models, or not within 12\" of one or more friendly Chaplain models, it cannot make a fall-back move and it's OC is modified to 0."
        },
        {
          "source": "Death Company Captain",
          "name": "Forlorn Hero",
          "status": "manual",
          "text": "This unit has Scouts 6\"."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002684",
      "bodyguard": "Subductor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000002709",
      "leader": "Kor’sarro Khan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kor’sarro Khan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "This unit's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1 Re-roll wound rolls of 1."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "For the Khan!",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT] This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000002792",
      "leader": "Chaplain Grimaldus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 4,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain Grimaldus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Temple Relics",
          "status": "manual",
          "text": "At the start of your Command phase, if this unit contains one or more Cenobyte Servitor models, select up to one of the abilities in the Temple Relics section. Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Faithful Cenobytes",
          "status": "manual",
          "text": "If this unit's Chaplain Grimaldus model is destroyed, this unit's remaining Cenobyte Servitor models are also destroyed . Each Cenobyte Servitor model in this unit takes up 0 transport capacity."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Litanies of the Devout",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Banner of the Emperor Victorious",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Column from the Major Altar",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Water from the Stoup of Elucidation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 AP ."
        }
      ]
    },
    {
      "leaderId": "000002088",
      "leader": "Aleya",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004256",
      "bodyguard": "Witchseeker Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aleya",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Aleya",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aleya",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Aleya",
          "name": "Daughters of the Abyss",
          "status": "manual",
          "text": "Friendly Anathema Psykana units with this ability have Feel No Pain 3+ against psychic attacks . Friendly ANATHEMA PSYKANA units with this ability have the following ability: Psychic Null (Aura): Friendly Adeptus Custodes units within 6\" of this unit have Feel No Pain 5+ against psychic attacks ."
        },
        {
          "source": "Aleya",
          "name": "Tactical Perception",
          "status": "manual",
          "text": "This unit has Fights First."
        },
        {
          "source": "Aleya",
          "name": "Tenacious Spirit",
          "status": "manual",
          "text": "While this unit is below starting strength, this unit's attacks have +1 to hit rolls. While this unit is below half-strength, this unit's attacks have +1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000001584",
      "leader": "Master Of Executions",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Executions",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Executions",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Executions",
          "name": "Warp-sighted Butcher",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that unit is Below Half-strength, you can re-roll the Wound roll as well.",
          "leading": true
        },
        {
          "source": "Master Of Executions",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "Each time this model destroys an enemy CHARACTER model, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000003704",
      "leader": "Kroot Flesh Shaper",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000002588",
      "bodyguard": "Kroot Farstalkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003704",
          "source": "Kroot Flesh Shaper",
          "name": "Ritual Butchery"
        }
      ],
      "coverage": [
        {
          "source": "Kroot Flesh Shaper",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Ritual Butchery",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Rites of Feasting",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 6+ ability. If that unit destroys one or more enemy units in the Fight phase, until the end of the battle, models in that unit have the Feel No Pain 5+ ability instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000079",
      "leader": "Librarian In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003873",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Might of Heroes (psychic level 1)",
          "status": "manual",
          "text": "In the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's melee attacks have +2 S ."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Thunderous Force (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's ranged attacks have +6\" R ."
        }
      ]
    },
    {
      "leaderId": "000004130",
      "leader": "Wolf Guard Battle Leader",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Tempered Ferocity",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]. This unit's attacks that target an enemy unit within 6\" of this unit can re-roll hit rolls of 1."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Heroic Last Stand",
          "status": "manual",
          "text": "In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000841",
      "bodyguard": "Kataphron Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000003841",
      "leader": "Skitarii Marshal",
      "faction": "QI",
      "slot": "support",
      "bodyguardId": "000003842",
      "bodyguard": "Skitarii Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000003841",
          "source": "Skitarii Marshal",
          "name": "Control Edict"
        }
      ],
      "coverage": [
        {
          "source": "Skitarii Marshal",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Control Edict",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Skitarii Marshal",
          "name": "Servo-skull Uplink",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000000580",
      "leader": "Autarch Skyrunner",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000629",
      "bodyguard": "Corsair Cloud Dancer Band",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Autarch Skyrunner",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Autarch Skyrunner",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Autarch Skyrunner",
          "name": "Ride the Wind",
          "status": "manual",
          "text": "While this model is leading a unit, each time that unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6\" to the Move characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Autarch Skyrunner",
          "name": "Path of Command",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that usage of that Stratagem by 1CP."
        }
      ]
    },
    {
      "leaderId": "000000317",
      "leader": "Arjac Rockfist",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000318",
      "bodyguard": "Wolf Guard Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Arjac Rockfist",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Champion of the Kingsguard",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        },
        {
          "source": "Arjac Rockfist",
          "name": "Anvil of Endurance",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is then removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000000060",
      "leader": "Apothecary Biologis",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000004231",
      "bodyguard": "Eradicator Squad with Heavy Bolters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary Biologis",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Vivispectral Analysis Targeting",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-Vehicle]."
        }
      ]
    },
    {
      "leaderId": "000000083",
      "leader": "Captain With Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000147",
      "bodyguard": "Vanguard Veteran Squad With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain With Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Angel’s Wrath",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000083",
      "leader": "Captain With Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002776",
      "bodyguard": "Assault Intercessors With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain With Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Angel’s Wrath",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000001466",
      "leader": "Horticulous Slimux",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001336",
      "bodyguard": "Plague Toads",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Horticulous Slimux",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Horticulous Slimux",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Horticulous Slimux",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Horticulous Slimux",
          "name": "Beast Handler",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll charge rolls made for that unit. In addition, once per battle, you can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase.",
          "leading": true
        },
        {
          "source": "Horticulous Slimux",
          "name": "Seed the Garden of Nurgle",
          "status": "manual",
          "text": "At the end of your Movement phase, if this model is within one Area Terrain feature, until the end of the battle, that AREA TERRAIN feature is considered to be within your army's Shadow of Chaos."
        }
      ]
    },
    {
      "leaderId": "000000292",
      "leader": "Njal Stormcaller",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004131",
      "bodyguard": "Wolf Guard Headtakers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Njal Stormcaller",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Wind Walker",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, this unit can change advance rolls to a 6."
        },
        {
          "source": "Njal Stormcaller",
          "name": "High Rune Priest (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Runic Abilities section."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Murderous Hurricane (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 12\". That enemy unit cannot make Snap shooting attacks."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Storm Caller (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has -3\" detection range until the end of the phase."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Tempest's Wrath (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 18\". That enemy unit is suppressed until the start of your next turn: While a unit is suppressed , that unit's attacks have -1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000000060",
      "leader": "Apothecary Biologis",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000004249",
      "bodyguard": "Eradicator Squad with Melta Rifles",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary Biologis",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Vivispectral Analysis Targeting",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-Vehicle]."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000000115",
      "leader": "Chaplain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000318",
      "bodyguard": "Wolf Guard Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Zealous Fortitude",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000306",
      "leader": "Iron Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Priest",
          "name": "Gift of the Iron Wolf",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, select up to one friendly Space Wolves Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase. You cannot select the same VEHICLE model for this ability more than once per phase."
        },
        {
          "source": "Iron Priest",
          "name": "Iron Priest",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Space Wolves Vehicle unit, this model has Lone Operative."
        },
        {
          "source": "Iron Priest",
          "name": "Judgement of the Omnissiah",
          "status": "manual",
          "text": "This model's attacks that target an enemy unit engaged with a friendly Space Wolves Vehicle can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000003712",
      "leader": "Cultist Firebrand",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000001601",
      "bodyguard": "Negavolt Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000000933",
      "leader": "Chaos Lord On Disc Of Tzeentch",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnpMortal",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000933",
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate"
        }
      ],
      "coverage": [
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000135",
      "leader": "Captain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000318",
      "bodyguard": "Wolf Guard Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Unstoppable Valour",
          "status": "manual",
          "text": "You can re-roll charge rolls for this unit."
        }
      ]
    },
    {
      "leaderId": "000003945",
      "leader": "Death Rider Commissar",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003969",
      "bodyguard": "Death Riders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Death Rider Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Death Rider Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry or Astra Militarum Mounted unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Death Rider Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Death Rider Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This Officer can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000000938",
      "leader": "Sorcerer",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer",
          "name": "Prescience (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Sorcerer",
          "name": "Gift of Chaos (Psychic)",
          "status": "manual",
          "text": "Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000006",
      "leader": "Big Mek In Mega Armour",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000038",
      "bodyguard": "Mek Gunz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek In Mega Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek In Mega Armour",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek In Mega Armour",
          "name": "Fix Dat Armour Up (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals 3 wounds. Place a Grot Oiler token next to the unit, removing it when this ability is used."
        },
        {
          "source": "Big Mek In Mega Armour",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek In Mega Armour",
          "name": "Kustom Force Field",
          "status": "manual",
          "text": "This unit has 4+ InSv against ranged attacks."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000002378",
      "leader": "Death Rider Commissar",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003898",
      "bodyguard": "Death Riders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to the above unit even if one Death Rider Squadron Commander, Lord Marshal Dreir or Lord Solar Leontus model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Death Rider Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Death Rider Commissar",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Death Rider Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry or Astra Militarum Mounted unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Death Rider Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Death Rider Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This Officer can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002684",
      "bodyguard": "Subductor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004074",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004046",
      "leader": "Dark Commune",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004050",
      "bodyguard": "Cultist Mob",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000002593",
      "leader": "Ûthar the Destined",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002598",
      "bodyguard": "Hearthkyn Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ûthar the Destined",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ûthar the Destined",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Ûthar the Destined",
          "name": "Ancestral Fortune",
          "status": "manual",
          "text": "Once per turn, you can spend 1YP to change one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6."
        },
        {
          "source": "Ûthar the Destined",
          "name": "Grim Efficiency",
          "status": "manual",
          "text": "Once per battle round, when a friendly Leagues of Votann unit within 12“ of this model is targeted with a Stratagem, this model can use this ability. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Ûthar the Destined",
          "name": "Rampart Crest",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 5+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002593",
      "leader": "Ûthar the Destined",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002599",
      "bodyguard": "Einhyr Hearthguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ûthar the Destined",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ûthar the Destined",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Ûthar the Destined",
          "name": "Ancestral Fortune",
          "status": "manual",
          "text": "Once per turn, you can spend 1YP to change one Hit roll, one Wound roll or one saving throw made for this model to an unmodified 6."
        },
        {
          "source": "Ûthar the Destined",
          "name": "Grim Efficiency",
          "status": "manual",
          "text": "Once per battle round, when a friendly Leagues of Votann unit within 12“ of this model is targeted with a Stratagem, this model can use this ability. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Ûthar the Destined",
          "name": "Rampart Crest",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 5+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002594",
      "leader": "Kâhl",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002598",
      "bodyguard": "Hearthkyn Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002594",
          "source": "Kâhl",
          "name": "Kindred Hero"
        },
        {
          "kind": "inv",
          "value": 5,
          "scope": "unit",
          "sourceId": "000002594",
          "source": "Kâhl",
          "name": "Rampart Crest"
        }
      ],
      "coverage": [
        {
          "source": "Kâhl",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kâhl",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Kâhl",
          "name": "Kindred Hero",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Kâhl",
          "name": "Seized Opportunity",
          "status": "manual",
          "text": "Once per phase, one model from your army with this ability can use it when its unit destroys an enemy unit. If it does, you gain 1YP."
        },
        {
          "source": "Kâhl",
          "name": "Rampart Crest",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a 5+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Kâhl",
          "name": "Teleport Crest",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have the Deep Strike ability."
        }
      ]
    },
    {
      "leaderId": "000002594",
      "leader": "Kâhl",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002599",
      "bodyguard": "Einhyr Hearthguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002594",
          "source": "Kâhl",
          "name": "Kindred Hero"
        },
        {
          "kind": "inv",
          "value": 5,
          "scope": "unit",
          "sourceId": "000002594",
          "source": "Kâhl",
          "name": "Rampart Crest"
        }
      ],
      "coverage": [
        {
          "source": "Kâhl",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kâhl",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Kâhl",
          "name": "Kindred Hero",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Kâhl",
          "name": "Seized Opportunity",
          "status": "manual",
          "text": "Once per phase, one model from your army with this ability can use it when its unit destroys an enemy unit. If it does, you gain 1YP."
        },
        {
          "source": "Kâhl",
          "name": "Rampart Crest",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a 5+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Kâhl",
          "name": "Teleport Crest",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have the Deep Strike ability."
        }
      ]
    },
    {
      "leaderId": "000002595",
      "leader": "Einhyr Champion",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002599",
      "bodyguard": "Einhyr Hearthguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Einhyr Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Einhyr Champion",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Einhyr Champion",
          "name": "Exemplar of the Einhyr",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Einhyr Champion",
          "name": "Mass Driver Accelerators",
          "status": "manual",
          "text": "Each time this model ends a Charge move, you can select one enemy unit within Engagement Range of this model and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        },
        {
          "source": "Einhyr Champion",
          "name": "Teleport Crest",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have the Deep Strike ability."
        },
        {
          "source": "Einhyr Champion",
          "name": "Weavefield Crest",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002596",
      "leader": "Grimnyr",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002598",
      "bodyguard": "Hearthkyn Warriors",
      "modelCount": 3,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Grimnyr",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Grimnyr",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Grimnyr",
          "name": "Fortify (Psychic)",
          "status": "manual",
          "text": "While this unit is leading a unit, models in that unit have the Feel No Pain 5+ ability."
        },
        {
          "source": "Grimnyr",
          "name": "Grimnyr’s Regard",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Leagues of Votann unit that is Battle-shocked and within 12\" of this unit's GRIMNYR model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000002597",
      "leader": "Brôkhyr Iron-master",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002598",
      "bodyguard": "Hearthkyn Warriors",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brôkhyr Iron-master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brôkhyr Iron-master",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Brôkhyr Iron-master",
          "name": "Brôkhyr Guild Support",
          "status": "manual",
          "text": "While this unit is within 3\" of one or more friendly Leagues of Votann Vehicle or Ironkin Steeljacks units, if this unit is not an Attached unit, it has the Lone Operative ability."
        },
        {
          "source": "Brôkhyr Iron-master",
          "name": "Multispectral Visor",
          "status": "manual",
          "text": "Each time a model in this unit makes a ranged attack, re-roll a Wound roll of 1."
        },
        {
          "source": "Brôkhyr Iron-master",
          "name": "Forgewrought Expertise",
          "status": "manual",
          "text": "At the end of your Movement phase, this unit can repair one friendly Leagues of Votann Vehicle, Exoframe or Ironkin Steeljacks unit within 3\" of it. One model in that unit regains up to D3 lost wounds, or up to 3 lost wounds instead if this unit contains an Ironkin Assistant model. Each unit can only be repaired once per turn."
        }
      ]
    },
    {
      "leaderId": "000002530",
      "leader": "Lieutenant In Phobos Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000004182",
      "bodyguard": "Wolf Scouts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        }
      ]
    },
    {
      "leaderId": "000000404",
      "leader": "Ethereal",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000411",
      "bodyguard": "Strike Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000404",
          "source": "Ethereal",
          "name": "Failure Is Not an Option"
        }
      ],
      "coverage": [
        {
          "source": "Ethereal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ethereal",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Ethereal",
          "name": "Hover Drone",
          "status": "manual",
          "text": "The bearer can FLY and has a Move characteristic of 10\"."
        },
        {
          "source": "Ethereal",
          "name": "Failure Is Not an Option",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Ethereal",
          "name": "Coordinated Leadership",
          "status": "manual",
          "text": "At the end of your Command phase, roll one D6: on a 4+, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000404",
      "leader": "Ethereal",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000412",
      "bodyguard": "Breacher Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000404",
          "source": "Ethereal",
          "name": "Failure Is Not an Option"
        }
      ],
      "coverage": [
        {
          "source": "Ethereal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ethereal",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Ethereal",
          "name": "Hover Drone",
          "status": "manual",
          "text": "The bearer can FLY and has a Move characteristic of 10\"."
        },
        {
          "source": "Ethereal",
          "name": "Failure Is Not an Option",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Ethereal",
          "name": "Coordinated Leadership",
          "status": "manual",
          "text": "At the end of your Command phase, roll one D6: on a 4+, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000405",
      "leader": "Cadre Fireblade",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000411",
      "bodyguard": "Strike Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "weaponStat",
          "stat": "a",
          "value": 1,
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000000405",
          "source": "Cadre Fireblade",
          "name": "Volley Fire"
        }
      ],
      "coverage": [
        {
          "source": "Cadre Fireblade",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cadre Fireblade",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Cadre Fireblade",
          "name": "Volley Fire",
          "status": "applied",
          "text": "While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.",
          "leading": true
        },
        {
          "source": "Cadre Fireblade",
          "name": "Crack Shot",
          "status": "manual",
          "text": "Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3."
        }
      ]
    },
    {
      "leaderId": "000000405",
      "leader": "Cadre Fireblade",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000412",
      "bodyguard": "Breacher Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "weaponStat",
          "stat": "a",
          "value": 1,
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000000405",
          "source": "Cadre Fireblade",
          "name": "Volley Fire"
        }
      ],
      "coverage": [
        {
          "source": "Cadre Fireblade",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cadre Fireblade",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Cadre Fireblade",
          "name": "Volley Fire",
          "status": "applied",
          "text": "While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.",
          "leading": true
        },
        {
          "source": "Cadre Fireblade",
          "name": "Crack Shot",
          "status": "manual",
          "text": "Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3."
        }
      ]
    },
    {
      "leaderId": "000002677",
      "leader": "Ancient In Terminator Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Never Shall the Standard Fall",
          "status": "manual",
          "text": "While this unit is within range of an objective, attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000003707",
      "leader": "Big Mek",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000003861",
      "bodyguard": "Breaka Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek",
          "name": "Shokk-boosta",
          "status": "manual",
          "text": "In your Movement phase, when this unit is selected to make an advance move, you can use this ability. If you do: This unit can change that advance roll to a 6. This unit can move through all types of model. When this unit ends that advance move , make a hazard roll for each model in this unit."
        }
      ]
    },
    {
      "leaderId": "000000408",
      "leader": "Aun’shi",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000411",
      "bodyguard": "Strike Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aun’shi",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aun’shi",
          "name": "Inspirational Defiance",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Aun’shi",
          "name": "Martial Warrior",
          "status": "manual",
          "text": "Each time this model is selected to fight, select one of the following abilities to be active while resolving those attacks: Direct Grace: Fidelity has the [PRECISION] ability. Forceful Strike: Fidelity has the [DEVASTATING WOUNDS] ability. Whirling Stance: Fidelity has the [SUSTAINED HITS 2] ability instead of [SUSTAINED HITS 1]."
        }
      ]
    },
    {
      "leaderId": "000000408",
      "leader": "Aun’shi",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000412",
      "bodyguard": "Breacher Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aun’shi",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aun’shi",
          "name": "Inspirational Defiance",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Aun’shi",
          "name": "Martial Warrior",
          "status": "manual",
          "text": "Each time this model is selected to fight, select one of the following abilities to be active while resolving those attacks: Direct Grace: Fidelity has the [PRECISION] ability. Forceful Strike: Fidelity has the [DEVASTATING WOUNDS] ability. Whirling Stance: Fidelity has the [SUSTAINED HITS 2] ability instead of [SUSTAINED HITS 1]."
        }
      ]
    },
    {
      "leaderId": "000000408",
      "leader": "Aun’shi",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000413",
      "bodyguard": "Kroot Carnivores",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aun’shi",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aun’shi",
          "name": "Inspirational Defiance",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Aun’shi",
          "name": "Martial Warrior",
          "status": "manual",
          "text": "Each time this model is selected to fight, select one of the following abilities to be active while resolving those attacks: Direct Grace: Fidelity has the [PRECISION] ability. Forceful Strike: Fidelity has the [DEVASTATING WOUNDS] ability. Whirling Stance: Fidelity has the [SUSTAINED HITS 2] ability instead of [SUSTAINED HITS 1]."
        }
      ]
    },
    {
      "leaderId": "000000410",
      "leader": "Darkstrider",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000422",
      "bodyguard": "Pathfinder Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000000410",
          "source": "Darkstrider",
          "name": "Structural Analyser"
        }
      ],
      "coverage": [
        {
          "source": "Darkstrider",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Darkstrider",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Darkstrider",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Darkstrider",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Darkstrider",
          "name": "Structural Analyser",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Darkstrider",
          "name": "Jammer Array",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        }
      ]
    },
    {
      "leaderId": "000000001",
      "leader": "Warboss",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000003861",
      "bodyguard": "Breaka Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warboss",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warboss",
          "name": "Da Boss",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Warboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Warboss",
          "name": "Boss’ Ammo Runt (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit is selected to shoot, you can use this ability. If you do, this model's ranged attacks have +1 to hit rolls. Place a Boss' Ammo Runt token next to the unit, removing it when this ability is used."
        },
        {
          "source": "Warboss",
          "name": "Might Is Right",
          "status": "manual",
          "text": "If this unit made a charge move this turn, this model's melee attacks have: +3 A . +2 S ."
        },
        {
          "source": "Warboss",
          "name": "Intimidating Motivation (Once per battle round, per army)",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly ORKS unit within 6\" of this unit. That unit: Is no longer battle-shocked. Is riled up until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000001611",
      "leader": "Chief Librarian Tigurius",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chief Librarian Tigurius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Hood of Hellfire (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Prescience (psychic level 2)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has +1 Sv until the start of your next turn."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Telepathic Assault (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 24\" of this unit. That enemy unit suffers 2D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000015",
      "leader": "Mad Dok Grotsnik",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mad Dok Grotsnik",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "One Scalpel Short of a Medpack",
          "status": "manual",
          "text": "When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to declare a charge."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Mad Dok",
          "status": "manual",
          "text": "In your Command phase, select one friendly Orks Infantry unit within 6\" of this model, and select one of the following: That unit heals 3 wounds. Or: If all models in that unit have their starting number of wounds, revive one CHARACTER model in that unit."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004174",
      "bodyguard": "Aquila Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000000094",
      "leader": "Chaplain On Bike",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000241",
      "bodyguard": "Ravenwing Black Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain On Bike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain On Bike",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain On Bike",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain On Bike",
          "name": "Catechism of Fire",
          "status": "manual",
          "text": "In your Shooting phase, when this unit is selected to shoot, you can select one visible enemy unit. This unit's ranged attacks that target that unit have [Devastating Wounds]."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000843",
      "bodyguard": "Fulgurite Electro-priests",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        },
        {
          "source": "Fulgurite Electro-priests",
          "name": "Electro-infusion",
          "status": "manual",
          "text": "While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003818",
      "bodyguard": "Sisters of Battle Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000001396",
      "leader": "Tech-Priest Enginseer",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-Priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly Astra Militarum Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, that VEHICLE model has a 4+ invulnerable save. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Astra Militarum Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Enginseer axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000000135",
      "leader": "Captain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Unstoppable Valour",
          "status": "manual",
          "text": "You can re-roll charge rolls for this unit."
        }
      ]
    },
    {
      "leaderId": "000000164",
      "leader": "Lemartes",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002737",
      "bodyguard": "Death Company Marines With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lemartes",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lemartes",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Lemartes",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lemartes",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lemartes",
          "name": "Fury Unbound",
          "status": "manual",
          "text": "This unit's melee attacks have [LETHAL HITS]."
        },
        {
          "source": "Lemartes",
          "name": "Guardian of the Lost",
          "status": "manual",
          "text": "Attacks that target this unit have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000002748",
      "leader": "Ravenwing Command Squad",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000241",
      "bodyguard": "Ravenwing Black Knights",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ravenwing Command Squad",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ravenwing Command Squad",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ravenwing Command Squad",
          "name": "Astartes Banner",
          "status": "manual",
          "text": "While this unit contains a Ravenwing Ancient, this unit has +1 OC ."
        },
        {
          "source": "Ravenwing Command Squad",
          "name": "Honour or Death",
          "status": "manual",
          "text": "While this unit contains a Ravenwing Champion: This unit has +1 to advance rolls and charge rolls. When you target this unit with the Heroic Intervention stratagem , that use is -1CP."
        },
        {
          "source": "Ravenwing Command Squad",
          "name": "Narthecium",
          "status": "manual",
          "text": "While this unit contains a Ravenwing Apothecary, in your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000928",
      "leader": "Fabius Bile",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fabius Bile",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Fabius Bile",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fabius Bile",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Fabius Bile",
          "name": "Enhanced Warriors",
          "status": "manual",
          "text": "If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit."
        },
        {
          "source": "Fabius Bile",
          "name": "Surgeon Acolyte",
          "status": "manual",
          "text": "Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE , you can change the Damage characteristic of that attack to 0."
        },
        {
          "source": "Fabius Bile",
          "name": "Chirurgeon",
          "status": "manual",
          "text": "The first time this unit's FABIUS BILE model is destroyed, at the end of the phase, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000306",
      "leader": "Iron Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004131",
      "bodyguard": "Wolf Guard Headtakers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Priest",
          "name": "Gift of the Iron Wolf",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, select up to one friendly Space Wolves Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase. You cannot select the same VEHICLE model for this ability more than once per phase."
        },
        {
          "source": "Iron Priest",
          "name": "Iron Priest",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Space Wolves Vehicle unit, this model has Lone Operative."
        },
        {
          "source": "Iron Priest",
          "name": "Judgement of the Omnissiah",
          "status": "manual",
          "text": "This model's attacks that target an enemy unit engaged with a friendly Space Wolves Vehicle can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000004130",
      "leader": "Wolf Guard Battle Leader",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000305",
      "bodyguard": "Grey Hunters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Tempered Ferocity",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]. This unit's attacks that target an enemy unit within 6\" of this unit can re-roll hit rolls of 1."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Heroic Last Stand",
          "status": "manual",
          "text": "In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000001394",
      "leader": "Ministorum Priest",
      "faction": "AM",
      "slot": "support",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001394",
          "source": "Ministorum Priest",
          "name": "War Hymns"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "War Hymns",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Piety",
          "status": "manual",
          "text": "Each time this model makes a melee attack, unless this model's unit is Battle-shocked, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000002296",
      "leader": "Lazarus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lazarus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lazarus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lazarus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Lazarus",
          "name": "Intractable Will",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield."
        },
        {
          "source": "Lazarus",
          "name": "The Spiritshield Helm",
          "status": "manual",
          "text": "This unit has Feel No Pain 3+ against psychic attacks and mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000002",
      "leader": "Warboss In Mega Armour",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000024",
      "bodyguard": "Meganobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warboss In Mega Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warboss In Mega Armour",
          "name": "Da Boss",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Warboss In Mega Armour",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Warboss In Mega Armour",
          "name": "Krushin’ Impetus",
          "status": "manual",
          "text": "When this unit ends a charge move, you can select one enemy unit engaged with this unit. If you do, roll one D6 for each model in this unit engaged with that enemy unit: For each 3+, that enemy unit suffers 1 mortal wound."
        },
        {
          "source": "Warboss In Mega Armour",
          "name": "Intimidating Motivation (Once per battle round, per army)",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly ORKS unit within 6\" of this unit. That unit: Is no longer battle-shocked. Is riled up until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000002702",
      "leader": "Captain on Bike",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002712",
      "bodyguard": "Outrider Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain on Bike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain on Bike",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain on Bike",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain on Bike",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain on Bike",
          "name": "Into the Fray",
          "status": "manual",
          "text": "If this unit made a charge move this turn, this unit's melee attacks have [cleave 1]."
        }
      ]
    },
    {
      "leaderId": "000000928",
      "leader": "Fabius Bile",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000946",
      "bodyguard": "Cultist Mob",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fabius Bile",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Fabius Bile",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fabius Bile",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Fabius Bile",
          "name": "Enhanced Warriors",
          "status": "manual",
          "text": "If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit."
        },
        {
          "source": "Fabius Bile",
          "name": "Surgeon Acolyte",
          "status": "manual",
          "text": "Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE , you can change the Damage characteristic of that attack to 0."
        },
        {
          "source": "Fabius Bile",
          "name": "Chirurgeon",
          "status": "manual",
          "text": "The first time this unit's FABIUS BILE model is destroyed, at the end of the phase, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000001611",
      "leader": "Chief Librarian Tigurius",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002270",
      "bodyguard": "Desolation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chief Librarian Tigurius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Hood of Hellfire (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Prescience (psychic level 2)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has +1 Sv until the start of your next turn."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Telepathic Assault (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 24\" of this unit. That enemy unit suffers 2D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000001355",
      "leader": "Exalted Champion",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one other CHARACTER model has already been attached to it (a unit cannot have two EXALTED CHAMPIONS 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.",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001355",
          "source": "Exalted Champion",
          "name": "Dark Champion"
        }
      ],
      "coverage": [
        {
          "source": "Exalted Champion",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Champion",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Exalted Champion",
          "name": "Dark Champion",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Exalted Champion",
          "name": "Aspire to Glory",
          "status": "manual",
          "text": "Each time this model's unit makes a Dark Pact, until the end of the phase, add D3 to the Strength characteristic of weapons equipped by this model."
        }
      ]
    },
    {
      "leaderId": "000004188",
      "leader": "Wardens of Ultramar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wardens of Ultramar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Strategium Command",
          "status": "manual",
          "text": "When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS ASTARTES units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves ."
        }
      ]
    },
    {
      "leaderId": "000002519",
      "leader": "Valerian",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004250",
      "bodyguard": "Custodian Guard Sodality with Adrasite Spears",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Valerian",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Valerian",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Valerian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Valerian",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Valerian",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Valerian",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Valerian",
          "name": "Golden Laurels",
          "status": "manual",
          "text": "Attacks that target this unit have -1 AP ."
        },
        {
          "source": "Valerian",
          "name": "Hero of Lion's Gate (Once per battle, per unit)",
          "status": "manual",
          "text": "After making a hit roll, wound roll or save roll for this model, you can change the result to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000000012",
      "leader": "Mek",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000045",
      "bodyguard": "Flash Gitz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mek",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mek",
          "name": "Kustom Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have [Ignores Cover]."
        },
        {
          "source": "Mek",
          "name": "Clever Know-wotz",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks Vehicle model (excluding AIRCRAFT / TITANIC models) within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks have +1 to hit rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000004049",
      "leader": "Rogue Psyker",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004050",
      "bodyguard": "Cultist Mob",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002684",
      "bodyguard": "Subductor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002270",
      "bodyguard": "Desolation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000219",
      "leader": "Belial",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000231",
      "bodyguard": "Deathwing Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Belial",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Belial",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Belial",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Belial",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Belial",
          "name": "Grand Master of the Deathwing",
          "status": "manual",
          "text": "This unit's attacks that target an enemy CHARACTER unit have +1 to wound rolls."
        },
        {
          "source": "Belial",
          "name": "Strikes of Retribution",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "manual",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004211",
      "bodyguard": "Hastarii Exterminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000001526",
      "bodyguard": "Secutarii Peltasts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000844",
      "bodyguard": "Corpuscarii Electro-priests",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003816",
      "bodyguard": "Deathwatch Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000225",
      "leader": "Asmodai",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Asmodai",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Asmodai",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Asmodai",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Asmodai",
          "name": "Exemplar of Hate",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Asmodai",
          "name": "Feared Interrogator",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy CHARACTER unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000004049",
      "leader": "Rogue Psyker",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004051",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000004188",
      "leader": "Wardens of Ultramar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wardens of Ultramar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Strategium Command",
          "status": "manual",
          "text": "When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS ASTARTES units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves ."
        }
      ]
    },
    {
      "leaderId": "000002518",
      "leader": "Blade Champion",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004251",
      "bodyguard": "Custodian Guard Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blade Champion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Blade Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blade Champion",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Blade Champion",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Blade Champion",
          "name": "Swift Onslaught",
          "status": "manual",
          "text": "This unit can: Re-roll advance rolls. Re-roll charge rolls."
        },
        {
          "source": "Blade Champion",
          "name": "Sword of the Throne",
          "status": "manual",
          "text": "At the start of the first battle round, select one enemy unit to be this model's mark : This model's attacks that target this model's mark have +1 to wound rolls. Each time this model's mark is destroyed, select one enemy unit to be this model's mark ."
        }
      ]
    },
    {
      "leaderId": "000000119",
      "leader": "Librarian In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002718",
      "bodyguard": "Reiver Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Shrouding (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Soul Sight (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit. Ranged attacks that target that enemy unit have [IGNORES COVER]."
        }
      ]
    },
    {
      "leaderId": "000000119",
      "leader": "Librarian In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002779",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Shrouding (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Soul Sight (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit. Ranged attacks that target that enemy unit have [IGNORES COVER]."
        }
      ]
    },
    {
      "leaderId": "000002519",
      "leader": "Valerian",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004255",
      "bodyguard": "Sentinel Guard Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Valerian",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Valerian",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Valerian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Valerian",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Valerian",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Valerian",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Valerian",
          "name": "Golden Laurels",
          "status": "manual",
          "text": "Attacks that target this unit have -1 AP ."
        },
        {
          "source": "Valerian",
          "name": "Hero of Lion's Gate (Once per battle, per unit)",
          "status": "manual",
          "text": "After making a hit roll, wound roll or save roll for this model, you can change the result to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000001172",
      "leader": "Captain In Gravis Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002099",
      "bodyguard": "Aggressor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Gravis Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Refuse to Yield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000004046",
      "leader": "Dark Commune",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004051",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000004244",
      "leader": "Ciaphas Cain",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ciaphas Cain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Hero of the Imperium (Aura)",
          "status": "manual",
          "text": "While a friendly ASTRA MILITARUM unit is within 6\" of this model, that unit can re-roll battle-shock rolls."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Trapped by Excuses",
          "status": "manual",
          "text": "In the Deploy Armies step, you must set this unit up on the battlefield or embarked within a TRANSPORT unit that is set up on the battlefield. Abilities that allow you to redeploy a unit or place a unit in strategic reserves cannot affect this unit or a TRANSPORT unit this unit is embarked within."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Psychic Blank",
          "status": "manual",
          "text": "This model has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Unparalleled Luck (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of a phase, you can use this ability. If you do, this model has 2+ InSv."
        },
        {
          "source": "Ciaphas Cain",
          "name": "EMBARKING",
          "status": "manual",
          "text": "While embarked within a TRANSPORT, this model takes up the space of 2 models."
        },
        {
          "source": "Ciaphas Cain",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to REGIMENT units. This OFFICER can only issue the Duty and Honour! , Move! Move! Move! and Take Cover! Orders."
        }
      ]
    },
    {
      "leaderId": "000004218",
      "leader": "Commissar Graves on Foot",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Graves on Foot",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Icon of Discipline",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a Charge in a turn in which it Fell Back."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Brutal Disciplinarian",
          "status": "manual",
          "text": "Once per turn, at the start of any phase, you can select one friendly Astra Militarum Infantry (excluding units that only contain one model) unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is no longer Battle-shocked."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to Regiment units. This OFFICER can only issue the Move! Move! Move!, Duty and Honour! and Fix Bayonets! Orders."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "USING COMMISSAR GRAVES",
          "status": "manual",
          "text": "Your army can only include one Commissar Graves or Commissar Graves on Foot unit."
        }
      ]
    },
    {
      "leaderId": "000001396",
      "leader": "Tech-Priest Enginseer",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-Priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly Astra Militarum Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, that VEHICLE model has a 4+ invulnerable save. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Astra Militarum Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Enginseer axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000004216",
      "leader": "Commissar Yarrick",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Yarrick",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Will of Iron",
          "status": "manual",
          "text": "The first time this model is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Hero of Hades Hive",
          "status": "manual",
          "text": "In your Command phase, you can select one of the abilities in the Hero of Hades Hive section (see below). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Commissar Yarrick",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to Regiment, Squadron or Titanic units."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Counterstrategist",
          "status": "manual",
          "text": "At the end of your opponent's Movement phase, you can select one enemy unit that was set up or ended a move within 8\" of this model, and one friendly Regiment unit within 6\" of and visible to this model that has not made a Normal move or been targeted with the Fire Overwatch Stratagem this phase. That REGIMENT unit can then either: Make a Normal move of up to D6\". Shoot at that enemy unit, but only if it is an eligible target. Until the end of the phase, each time a model in that unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon's Ballistic Skill or any modifiers. Declare a charge. That REGIMENT unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, the charging unit does not receive any Charge bonus this turn)."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Decisive Command",
          "status": "manual",
          "text": "The next Order issued by this model can be issued to one eligible friendly unit within 12\" of this model; if this is the first Order issued by a unit from your army this Command phase, that Order affects not only that eligible unit, but every other eligible friendly unit within 6\" of that eligible unit."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Inspiring Hero (Aura)",
          "status": "manual",
          "text": "While a friendly Astra Militarum unit is within 6\" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000002607",
      "leader": "Cadian Castellan",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000002607",
          "source": "Cadian Castellan",
          "name": "Senior Officer"
        }
      ],
      "coverage": [
        {
          "source": "Cadian Castellan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cadian Castellan",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Cadian Castellan",
          "name": "Senior Officer",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Cadian Castellan",
          "name": "Get Back in the Fight",
          "status": "manual",
          "text": "While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.",
          "leading": true
        },
        {
          "source": "Cadian Castellan",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 2 Orders to Regiment units."
        }
      ]
    },
    {
      "leaderId": "000000889",
      "leader": "Primaris Psyker",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000004216",
      "leader": "Commissar Yarrick",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002746",
      "bodyguard": "Tempestus Scions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Yarrick",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Will of Iron",
          "status": "manual",
          "text": "The first time this model is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Hero of Hades Hive",
          "status": "manual",
          "text": "In your Command phase, you can select one of the abilities in the Hero of Hades Hive section (see below). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Commissar Yarrick",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to Regiment, Squadron or Titanic units."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Counterstrategist",
          "status": "manual",
          "text": "At the end of your opponent's Movement phase, you can select one enemy unit that was set up or ended a move within 8\" of this model, and one friendly Regiment unit within 6\" of and visible to this model that has not made a Normal move or been targeted with the Fire Overwatch Stratagem this phase. That REGIMENT unit can then either: Make a Normal move of up to D6\". Shoot at that enemy unit, but only if it is an eligible target. Until the end of the phase, each time a model in that unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon's Ballistic Skill or any modifiers. Declare a charge. That REGIMENT unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, the charging unit does not receive any Charge bonus this turn)."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Decisive Command",
          "status": "manual",
          "text": "The next Order issued by this model can be issued to one eligible friendly unit within 12\" of this model; if this is the first Order issued by a unit from your army this Command phase, that Order affects not only that eligible unit, but every other eligible friendly unit within 6\" of that eligible unit."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Inspiring Hero (Aura)",
          "status": "manual",
          "text": "While a friendly Astra Militarum unit is within 6\" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000000898",
      "leader": "Saint Celestine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002066",
      "bodyguard": "Zephyrim Squad",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Saint Celestine",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Saint Celestine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Saint Celestine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Saint Celestine",
          "name": "Healing Tears",
          "status": "manual",
          "text": "While this unit contains a Celestine model, in your Command phase, you can return 1 destroyed Geminae Superia model to this unit."
        },
        {
          "source": "Saint Celestine",
          "name": "Lifewards",
          "status": "manual",
          "text": "While this unit contains one or more Geminae Superia models, Celestine has the Feel No Pain 4+ ability."
        },
        {
          "source": "Saint Celestine",
          "name": "Miraculous Intervention",
          "status": "manual",
          "text": "The first time this unit's Celestine model is destroyed, roll one D6 at the end of the phase. On a 2+, set that Celestine model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000000898",
      "leader": "Saint Celestine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000904",
      "bodyguard": "Seraphim Squad",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Saint Celestine",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Saint Celestine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Saint Celestine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Saint Celestine",
          "name": "Healing Tears",
          "status": "manual",
          "text": "While this unit contains a Celestine model, in your Command phase, you can return 1 destroyed Geminae Superia model to this unit."
        },
        {
          "source": "Saint Celestine",
          "name": "Lifewards",
          "status": "manual",
          "text": "While this unit contains one or more Geminae Superia models, Celestine has the Feel No Pain 4+ ability."
        },
        {
          "source": "Saint Celestine",
          "name": "Miraculous Intervention",
          "status": "manual",
          "text": "The first time this unit's Celestine model is destroyed, roll one D6 at the end of the phase. On a 2+, set that Celestine model back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000002472",
      "leader": "Palatine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002481",
      "bodyguard": "Celestian Sacresants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002472",
          "source": "Palatine",
          "name": "Fury of the Righteous"
        }
      ],
      "coverage": [
        {
          "source": "Palatine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Palatine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Palatine",
          "name": "Fury of the Righteous",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Palatine",
          "name": "Rapturous Blows",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage."
        }
      ]
    },
    {
      "leaderId": "000002472",
      "leader": "Palatine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002472",
          "source": "Palatine",
          "name": "Fury of the Righteous"
        }
      ],
      "coverage": [
        {
          "source": "Palatine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Palatine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Palatine",
          "name": "Fury of the Righteous",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Palatine",
          "name": "Rapturous Blows",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage."
        }
      ]
    },
    {
      "leaderId": "000001447",
      "leader": "Shield-Captain",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004260",
      "bodyguard": "Sagittarum Custodians Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain",
          "name": "Vengeful Surge (Once per battle, per unit)",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2\"."
        },
        {
          "source": "Shield-Captain",
          "name": "Praesidium Shield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000000899",
      "leader": "Canoness",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness",
          "name": "The Emperor’s Grace",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save."
        },
        {
          "source": "Canoness",
          "name": "Null Rod",
          "status": "manual",
          "text": "Models in the bearer's unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks."
        },
        {
          "source": "Canoness",
          "name": "Rod of Office",
          "status": "manual",
          "text": "Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1."
        },
        {
          "source": "Canoness",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000928",
      "leader": "Fabius Bile",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fabius Bile",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Fabius Bile",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fabius Bile",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Fabius Bile",
          "name": "Enhanced Warriors",
          "status": "manual",
          "text": "If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit."
        },
        {
          "source": "Fabius Bile",
          "name": "Surgeon Acolyte",
          "status": "manual",
          "text": "Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE , you can change the Damage characteristic of that attack to 0."
        },
        {
          "source": "Fabius Bile",
          "name": "Chirurgeon",
          "status": "manual",
          "text": "The first time this unit's FABIUS BILE model is destroyed, at the end of the phase, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000000899",
      "leader": "Canoness",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000908",
      "bodyguard": "Retributor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness",
          "name": "The Emperor’s Grace",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save."
        },
        {
          "source": "Canoness",
          "name": "Null Rod",
          "status": "manual",
          "text": "Models in the bearer's unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks."
        },
        {
          "source": "Canoness",
          "name": "Rod of Office",
          "status": "manual",
          "text": "Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1."
        },
        {
          "source": "Canoness",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000000900",
      "leader": "Imagifier",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "sv",
          "value": 2,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        },
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        }
      ],
      "coverage": [
        {
          "source": "Imagifier",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imagifier",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Imagifier",
          "name": "Litany of Deeds",
          "status": "manual",
          "text": "Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12\" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool."
        },
        {
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000900",
      "leader": "Imagifier",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "sv",
          "value": 2,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        },
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000900",
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs"
        }
      ],
      "coverage": [
        {
          "source": "Imagifier",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Imagifier",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Imagifier",
          "name": "Litany of Deeds",
          "status": "manual",
          "text": "Each time you gain a Miracle dice as the result of an ADEPTA SORORITAS unit or model from your army being destroyed, if that unit or model was destroyed within 12\" of this model, you can re-roll the result of that Miracle dice before adding it to your Miracle dice pool."
        },
        {
          "source": "Imagifier",
          "name": "Stanchion of Holy Martyrs",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a Save characteristic of 2+ and a 4+ invulnerable save.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002482",
      "leader": "Dogmata",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000909",
      "bodyguard": "Dominion Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dogmata",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dogmata",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dogmata",
          "name": "Executioner of Heretics (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, worsen the Leadership characteristic of models in that unit by 1."
        },
        {
          "source": "Dogmata",
          "name": "Unflinching Determination",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004260",
      "bodyguard": "Sagittarum Custodians Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000000899",
      "leader": "Canoness",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness",
          "name": "The Emperor’s Grace",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ invulnerable save."
        },
        {
          "source": "Canoness",
          "name": "Null Rod",
          "status": "manual",
          "text": "Models in the bearer's unit have the Feel No Pain 4+ ability against mortal wounds and Psychic Attacks."
        },
        {
          "source": "Canoness",
          "name": "Rod of Office",
          "status": "manual",
          "text": "Each time a model in the bearer's unit makes an attack, re-roll a Hit roll of 1."
        },
        {
          "source": "Canoness",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000002605",
      "leader": "Lord Solar Leontus",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Solar Leontus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Lord Solar",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Collegiate Astrolex",
          "status": "manual",
          "text": "After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to: Regiment units Squadron units Titanic units"
        }
      ]
    },
    {
      "leaderId": "000002480",
      "leader": "Aestred Thurga And Agathae Dolan",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Auto-Tapestry of the Emperor’s Judgement",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability"
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Recount the Deeds of the Saints",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice."
        }
      ]
    },
    {
      "leaderId": "000001447",
      "leader": "Shield-Captain",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000001450",
      "bodyguard": "Custodian Wardens",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain",
          "name": "Vengeful Surge (Once per battle, per unit)",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2\"."
        },
        {
          "source": "Shield-Captain",
          "name": "Praesidium Shield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000000901",
      "leader": "Hospitaller",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000901",
          "source": "Hospitaller",
          "name": "Medicus Ministorum"
        }
      ],
      "coverage": [
        {
          "source": "Hospitaller",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hospitaller",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Hospitaller",
          "name": "Medicus Ministorum",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Hospitaller",
          "name": "Sacred Healing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002482",
      "leader": "Dogmata",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000002481",
      "bodyguard": "Celestian Sacresants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dogmata",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dogmata",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dogmata",
          "name": "Executioner of Heretics (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, worsen the Leadership characteristic of models in that unit by 1."
        },
        {
          "source": "Dogmata",
          "name": "Unflinching Determination",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003813",
      "bodyguard": "Grey Knights Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002064",
      "leader": "Junith Eruita",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Junith Eruita",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Junith Eruita",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Junith Eruita",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Junith Eruita",
          "name": "The Pulpit of Saint Holline’s Basilica",
          "status": "manual",
          "text": "This unit has Stealth Melee attacks that target this unit have -1 to hit rolls"
        },
        {
          "source": "Junith Eruita",
          "name": "Fiery Conviction",
          "status": "manual",
          "text": "If this model is on the battlefield at the start of your Command phase, you can choose one of the following: Discard 1 Miracle dice and gain 1CP. Take a Leadership test for this model, if that test is passed, gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003825",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000000902",
      "leader": "Dialogus",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dialogus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dialogus",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dialogus",
          "name": "Laud Hailer",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dialogus",
          "name": "Stirring Rhetoric",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000939",
      "leader": "Sorcerer In Terminator Armour",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000947",
      "bodyguard": "Chaos Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Chaos Familiar",
          "status": "manual",
          "text": "Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0."
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Warptime (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Sorcerer In Terminator Armour",
          "name": "Death Hex (Psychic)",
          "status": "manual",
          "text": "At the start of your Shooting phase, one Psyker with this ability can use it. If it does, select one enemy unit within 12\" of and visible to that PSYKER and roll one D6: on a 1, that PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy unit, improve the Armour Penetration characteristic of that attack by 1."
        }
      ]
    },
    {
      "leaderId": "000000938",
      "leader": "Sorcerer",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer",
          "name": "Prescience (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Sorcerer",
          "name": "Gift of Chaos (Psychic)",
          "status": "manual",
          "text": "Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000930",
      "leader": "Chaos Lord In Terminator Armour",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000947",
      "bodyguard": "Chaos Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord In Terminator Armour",
          "name": "Formidably Resilient",
          "status": "manual",
          "text": "Each time an attack is allocated to this model, halve the Damage characteristic of that attack."
        }
      ]
    },
    {
      "leaderId": "000000933",
      "leader": "Chaos Lord On Disc Of Tzeentch",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnpMortal",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000933",
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate"
        }
      ],
      "coverage": [
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000942",
      "leader": "Sorcerer On Palanquin Of Nurgle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000000942",
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Feculent Despair (Aura, Psychic)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test."
        }
      ]
    },
    {
      "leaderId": "000001600",
      "leader": "Rogue Psyker",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000946",
      "bodyguard": "Cultist Mob",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001447",
      "leader": "Shield-Captain",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004251",
      "bodyguard": "Custodian Guard Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain",
          "name": "Vengeful Surge (Once per battle, per unit)",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2\"."
        },
        {
          "source": "Shield-Captain",
          "name": "Praesidium Shield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000004065",
      "leader": "Master Of Possession",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004066",
      "bodyguard": "Possessed",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Possession",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Possession",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Possession",
          "name": "Daemonkin (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Master Of Possession",
          "name": "Sacrificial Dagger",
          "status": "manual",
          "text": "Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model's unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000004065",
      "leader": "Master Of Possession",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004044",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Possession",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Possession",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Possession",
          "name": "Daemonkin (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Master Of Possession",
          "name": "Sacrificial Dagger",
          "status": "manual",
          "text": "Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model's unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000934",
      "leader": "Chaos Lord On Palanquin Of Nurgle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Revolting Regeneration",
          "status": "manual",
          "text": "At the start of your Command phase, this model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000000925",
      "leader": "Huron Blackheart",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000947",
      "bodyguard": "Chaos Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Huron Blackheart",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Huron Blackheart",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Huron Blackheart",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Huron Blackheart",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Huron Blackheart",
          "name": "Lord of Badab (Aura)",
          "status": "manual",
          "text": "While a friendly Heretic Astartes Infantry unit (excluding Battle-shocked units and Damned units) is within 6\" of this model, add 1 to the Objective Control characteristic of models in that unit."
        },
        {
          "source": "Huron Blackheart",
          "name": "Hamadrya’s Knowledge (Psychic)",
          "status": "manual",
          "text": "Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 8\" of this model's unit, if this model's unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3\"."
        }
      ]
    },
    {
      "leaderId": "000000943",
      "leader": "Sorcerer On Steed Of Slaanesh",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000957",
      "bodyguard": "Chaos Bikers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000943",
          "source": "Sorcerer On Steed Of Slaanesh",
          "name": "Dark Favour (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Steed Of Slaanesh",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Steed Of Slaanesh",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Steed Of Slaanesh",
          "name": "Dark Favour (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have a 4+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Sorcerer On Steed Of Slaanesh",
          "name": "Infernal Speed",
          "status": "manual",
          "text": "While this model is leading a unit, change the Move characteristic of models in that unit to 14\".",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000940",
      "leader": "Sorcerer On Bike",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000957",
      "bodyguard": "Chaos Bikers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer On Bike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Bike",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Bike",
          "name": "Prescience (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Sorcerer On Bike",
          "name": "Unholy Power",
          "status": "manual",
          "text": "Each time this model's unit makes a Dark Pact, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000933",
      "leader": "Chaos Lord On Disc Of Tzeentch",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnpMortal",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000933",
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate"
        }
      ],
      "coverage": [
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000929",
      "leader": "Chaos Lord",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord",
          "name": "Chance for Glory",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1."
        }
      ]
    },
    {
      "leaderId": "000004062",
      "leader": "Dark Apostle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004050",
      "bodyguard": "Cultist Mob",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000001553",
      "leader": "Ministorum Priest",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001553",
          "source": "Ministorum Priest",
          "name": "Righteous Smiting"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Ministorum Priest",
          "name": "Righteous Smiting",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Mission",
          "status": "manual",
          "text": "If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6\" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability."
        }
      ]
    },
    {
      "leaderId": "000000583",
      "leader": "Farseer Skyrunner",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000591",
      "bodyguard": "Windriders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Farseer Skyrunner",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Farseer Skyrunner",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Farseer Skyrunner",
          "name": "Branching Fates (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, once per phase, you can change the result of one Hit roll, one Wound roll or one Damage roll made for a model in that unit to an unmodified 6.",
          "leading": true
        },
        {
          "source": "Farseer Skyrunner",
          "name": "Misfortune (Psychic)",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy unit within 18\" of and visible to this model. Until the start of your next Command phase, each time a model in that unit makes an attack, subtract 1 from the Wound roll. Each unit can only be selected for this ability once per turn."
        }
      ]
    },
    {
      "leaderId": "000000935",
      "leader": "Chaos Lord On Steed Of Slaanesh",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000957",
      "bodyguard": "Chaos Bikers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Steed Of Slaanesh",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Steed Of Slaanesh",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Steed Of Slaanesh",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Steed Of Slaanesh",
          "name": "Cut Off Their Escape",
          "status": "manual",
          "text": "Each time an enemy unit (excluding MONSTERS and VEHICLES ) within Engagement Range of this model's unit is selected to Fall Back, models in that enemy unit must take Desperate Escape tests as if their unit was Battle-shocked. When doing so, if that enemy unit is also Battle-shocked by other means, subtract 1 from each of those Desperate Escape tests."
        }
      ]
    },
    {
      "leaderId": "000000925",
      "leader": "Huron Blackheart",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Huron Blackheart",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Huron Blackheart",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Huron Blackheart",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Huron Blackheart",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Huron Blackheart",
          "name": "Lord of Badab (Aura)",
          "status": "manual",
          "text": "While a friendly Heretic Astartes Infantry unit (excluding Battle-shocked units and Damned units) is within 6\" of this model, add 1 to the Objective Control characteristic of models in that unit."
        },
        {
          "source": "Huron Blackheart",
          "name": "Hamadrya’s Knowledge (Psychic)",
          "status": "manual",
          "text": "Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 8\" of this model's unit, if this model's unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3\"."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002569",
      "leader": "Dark Commune",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002571",
      "bodyguard": "Accursed Cultists",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000000140",
      "leader": "Techmarine",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002270",
      "bodyguard": "Desolation Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Techmarine",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative."
        },
        {
          "source": "Techmarine",
          "name": "Blessings of the Omnissiah",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000001172",
      "leader": "Captain In Gravis Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001177",
      "bodyguard": "Heavy Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Gravis Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Gravis Armour",
          "name": "Refuse to Yield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000000924",
      "leader": "Abaddon The Despoiler",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000947",
      "bodyguard": "Chaos Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Abaddon The Despoiler",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "The Warmaster",
          "status": "manual",
          "text": "In your Command phase, select one Warmaster ability (see left). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Dark Destiny",
          "status": "manual",
          "text": "Each time this model's unit makes a Dark Pact and does not fail the resulting leadership roll, if the result of that roll was 7+, you gain 1CP."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your Warlord."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Paragon of Hatred (Aura)",
          "status": "manual",
          "text": "While a friendly HERETIC ASTARTES unit is within 6\" (excluding DAMNED units) of this model, each time a model in that unit makes an attack, you can re-roll the Hit roll."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Mark of Chaos Ascendant (Aura)",
          "status": "manual",
          "text": "While a friendly Heretic Astartes Infantry or Heretic Astartes Mounted unit (excluding DAMNED units) is within 6\" of this model, models in that unit have a 4+ invulnerable save."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Lord of the Traitor Legions (Aura)",
          "status": "manual",
          "text": "While a friendly HERETIC ASTARTES unit (excluding DAMNED units) is within 6\" of this model, you can re-roll Leadership and Battle-shock tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000000924",
      "leader": "Abaddon The Despoiler",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Abaddon The Despoiler",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "The Warmaster",
          "status": "manual",
          "text": "In your Command phase, select one Warmaster ability (see left). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Dark Destiny",
          "status": "manual",
          "text": "Each time this model's unit makes a Dark Pact and does not fail the resulting leadership roll, if the result of that roll was 7+, you gain 1CP."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your Warlord."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Paragon of Hatred (Aura)",
          "status": "manual",
          "text": "While a friendly HERETIC ASTARTES unit is within 6\" (excluding DAMNED units) of this model, each time a model in that unit makes an attack, you can re-roll the Hit roll."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Mark of Chaos Ascendant (Aura)",
          "status": "manual",
          "text": "While a friendly Heretic Astartes Infantry or Heretic Astartes Mounted unit (excluding DAMNED units) is within 6\" of this model, models in that unit have a 4+ invulnerable save."
        },
        {
          "source": "Abaddon The Despoiler",
          "name": "Lord of the Traitor Legions (Aura)",
          "status": "manual",
          "text": "While a friendly HERETIC ASTARTES unit (excluding DAMNED units) is within 6\" of this model, you can re-roll Leadership and Battle-shock tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000000932",
      "leader": "Chaos Lord On Juggernaut",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000957",
      "bodyguard": "Chaos Bikers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Juggernaut",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Juggernaut",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Juggernaut",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Juggernaut",
          "name": "Bloody Stampede",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, select one enemy unit within Engagement Range of this model and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000001462",
      "leader": "Changecaster",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000002583",
      "bodyguard": "Blue Horrors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000001462",
          "source": "Changecaster",
          "name": "Changecaster"
        }
      ],
      "coverage": [
        {
          "source": "Changecaster",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Changecaster",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Changecaster",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Changecaster",
          "name": "Changecaster",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Changecaster",
          "name": "Storm of Mutating Sorcery (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy Infantry unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000001600",
      "leader": "Rogue Psyker",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002571",
      "bodyguard": "Accursed Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Rogue Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Rogue Psyker",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Rogue Psyker",
          "name": "Cursed Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Rogue Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000079",
      "leader": "Librarian In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000231",
      "bodyguard": "Deathwing Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Might of Heroes (psychic level 1)",
          "status": "manual",
          "text": "In the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's melee attacks have +2 S ."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Thunderous Force (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's ranged attacks have +6\" R ."
        }
      ]
    },
    {
      "leaderId": "000001355",
      "leader": "Exalted Champion",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one other CHARACTER model has already been attached to it (a unit cannot have two EXALTED CHAMPIONS 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.",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001355",
          "source": "Exalted Champion",
          "name": "Dark Champion"
        }
      ],
      "coverage": [
        {
          "source": "Exalted Champion",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Champion",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Exalted Champion",
          "name": "Dark Champion",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Exalted Champion",
          "name": "Aspire to Glory",
          "status": "manual",
          "text": "Each time this model's unit makes a Dark Pact, until the end of the phase, add D3 to the Strength characteristic of weapons equipped by this model."
        }
      ]
    },
    {
      "leaderId": "000000941",
      "leader": "Sorcerer On Disc Of Tzeentch",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "IGNORES COVER"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000000941",
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Altered Reality (Psychic)",
          "status": "manual",
          "text": "Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6."
        }
      ]
    },
    {
      "leaderId": "000000151",
      "leader": "Commander Dante",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000147",
      "bodyguard": "Vanguard Veteran Squad With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander Dante",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander Dante",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander Dante",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Commander Dante",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Commander Dante",
          "name": "Death Mask of Sanguinius",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        },
        {
          "source": "Commander Dante",
          "name": "Warden of the Imperium Nihilus",
          "status": "manual",
          "text": "The assault doctrine and tactical doctrine are active for this unit in addition to any other combat doctrine."
        }
      ]
    },
    {
      "leaderId": "000004045",
      "leader": "Cultist Firebrand",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004051",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000004192",
      "leader": "Red Corsairs Reave-Captain",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Brutal Raider",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Raider’s Due",
          "status": "manual",
          "text": "When this unit declares a charge, If an enemy unit within range of an objective is within 12\" of this unit, you can use this ability. If you do: This unit can re-roll that charge roll. This unit must end that charge move engaged with one or more of those enemy units."
        }
      ]
    },
    {
      "leaderId": "000000931",
      "leader": "Chaos Lord On Bike",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000957",
      "bodyguard": "Chaos Bikers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Bike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Bike",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Bike",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Bike",
          "name": "Swift Assault",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ASSAULT] ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003824",
      "bodyguard": "Proteus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000000938",
      "leader": "Sorcerer",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sorcerer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer",
          "name": "Prescience (Psychic)",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time an attack targets that unit, subtract 1 from the Hit roll."
        },
        {
          "source": "Sorcerer",
          "name": "Gift of Chaos (Psychic)",
          "status": "manual",
          "text": "Each time this model is selected to shoot or fight, after resolving its attacks, select one enemy unit hit by one or more of those attacks that had the [PSYCHIC] ability. That unit must take a Leadership test: if that test is failed, that unit suffers D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000004190",
      "leader": "Masters of the Maelstrom",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Masters of the Maelstrom",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Choice Samples",
          "status": "manual",
          "text": "While this unit's Garreon the Corpsemaster is on the battlefield, in your Command phase, select one of the following: you can return 1 destroyed model (excluding CHARACTER models) to this unit, or, if one or more Heretic Astartes Infantry units from your army are below Starting Strength and within 3\" of this unit, you gain 1CP."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Fleet Command",
          "status": "manual",
          "text": "After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield) select up to three HERETIC ASTARTES units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Masters of the Maelstrom",
          "name": "Plunder",
          "status": "manual",
          "text": "Once per battle, after this unit ends a Normal move, you can select one visible enemy unit within 12\" of it and roll one D6: on a 2+, that enemy unit suffers D3+1 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000001546",
      "leader": "Abominant",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000000514",
      "bodyguard": "Aberrants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Abominant",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Abominant",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Abominant",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Abominant",
          "name": "The Chosen One",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model's unit has finished making its attacks, and is then removed from play.",
          "leading": true
        },
        {
          "source": "Abominant",
          "name": "Regenerating Gene-mass",
          "status": "manual",
          "text": "The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000001361",
      "leader": "Brotherhood Librarian",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000382",
      "bodyguard": "Brotherhood Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Librarian",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Librarian",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Librarian",
          "name": "Sanctic Hood",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Brotherhood Librarian",
          "name": "Haloed in Soulfire (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18\".",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001361",
      "leader": "Brotherhood Librarian",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000384",
      "bodyguard": "Paladin Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Librarian",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Librarian",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Librarian",
          "name": "Sanctic Hood",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Brotherhood Librarian",
          "name": "Haloed in Soulfire (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18\".",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001362",
      "leader": "Brotherhood Chaplain",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000384",
      "bodyguard": "Paladin Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Chaplain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Chaplain",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Chaplain",
          "name": "Zealous Path",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Brotherhood Chaplain",
          "name": "Litanies of Sanctity",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Grey Knights unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000000377",
      "leader": "Brother-captain Stern",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000382",
      "bodyguard": "Brotherhood Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brother-captain Stern",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brother-captain Stern",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brother-captain Stern",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brother-captain Stern",
          "name": "Exemplar of the Silvered Host",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, on a Critical Wound, the target suffers 1 mortal wound in addition to any normal damage.",
          "leading": true
        },
        {
          "source": "Brother-captain Stern",
          "name": "Strands of Fate (Psychic)",
          "status": "manual",
          "text": "The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002796",
      "leader": "Marshal",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marshal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marshal",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marshal",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marshal",
          "name": "Inspirational Exemplar",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        },
        {
          "source": "Marshal",
          "name": "Pious Fervour",
          "status": "manual",
          "text": "When this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have +1 A for each enemy unit within 6\" of this model (to a maximum of +3 A )."
        }
      ]
    },
    {
      "leaderId": "000000006",
      "leader": "Big Mek In Mega Armour",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000024",
      "bodyguard": "Meganobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek In Mega Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek In Mega Armour",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek In Mega Armour",
          "name": "Fix Dat Armour Up (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals 3 wounds. Place a Grot Oiler token next to the unit, removing it when this ability is used."
        },
        {
          "source": "Big Mek In Mega Armour",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek In Mega Armour",
          "name": "Kustom Force Field",
          "status": "manual",
          "text": "This unit has 4+ InSv against ranged attacks."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002685",
      "bodyguard": "Exaction Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000282",
      "leader": "Logan Grimnar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Logan Grimnar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Logan Grimnar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Logan Grimnar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Logan Grimnar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Logan Grimnar",
          "name": "High King of Fenris (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Movement phase, select up to one friendly Space Wolves unit in strategic reserves. If you do, when that unit makes an ingress move, treat the current battle round number as being one higher than it actually is."
        },
        {
          "source": "Logan Grimnar",
          "name": "Guile of the Wolf",
          "status": "manual",
          "text": "At the start of each phase, the assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        }
      ]
    },
    {
      "leaderId": "000002100",
      "leader": "Adrax Agatone",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Adrax Agatone",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Adrax Agatone",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Adrax Agatone",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Adrax Agatone",
          "name": "Lord of the Pyroclasts",
          "status": "manual",
          "text": "While an enemy unit is engaged with this unit, that enemy unit has -1 OC ."
        },
        {
          "source": "Adrax Agatone",
          "name": "Unto the Anvil",
          "status": "manual",
          "text": "This unit's melee attacks can: Re-roll wound rolls of 1. Or: If the assault doctrine is active for this unit, re-roll wound rolls ."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003813",
      "bodyguard": "Grey Knights Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000000218",
      "leader": "Azrael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Azrael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Azrael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Azrael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Azrael",
          "name": "Masterful Tactician",
          "status": "manual",
          "text": "In your Movement phase, select up to one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Azrael",
          "name": "Supreme Grand Master",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Azrael",
          "name": "Watcher in the Dark (Once per battle, per unit)",
          "status": "manual",
          "text": "In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Azrael",
          "name": "The Lion Helm",
          "status": "manual",
          "text": "This unit has 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000004216",
      "leader": "Commissar Yarrick",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Yarrick",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Will of Iron",
          "status": "manual",
          "text": "The first time this model is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Hero of Hades Hive",
          "status": "manual",
          "text": "In your Command phase, you can select one of the abilities in the Hero of Hades Hive section (see below). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Commissar Yarrick",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to Regiment, Squadron or Titanic units."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Counterstrategist",
          "status": "manual",
          "text": "At the end of your opponent's Movement phase, you can select one enemy unit that was set up or ended a move within 8\" of this model, and one friendly Regiment unit within 6\" of and visible to this model that has not made a Normal move or been targeted with the Fire Overwatch Stratagem this phase. That REGIMENT unit can then either: Make a Normal move of up to D6\". Shoot at that enemy unit, but only if it is an eligible target. Until the end of the phase, each time a model in that unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon's Ballistic Skill or any modifiers. Declare a charge. That REGIMENT unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, the charging unit does not receive any Charge bonus this turn)."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Decisive Command",
          "status": "manual",
          "text": "The next Order issued by this model can be issued to one eligible friendly unit within 12\" of this model; if this is the first Order issued by a unit from your army this Command phase, that Order affects not only that eligible unit, but every other eligible friendly unit within 6\" of that eligible unit."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Inspiring Hero (Aura)",
          "status": "manual",
          "text": "While a friendly Astra Militarum unit is within 6\" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000002100",
      "leader": "Adrax Agatone",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Adrax Agatone",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Adrax Agatone",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Adrax Agatone",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Adrax Agatone",
          "name": "Lord of the Pyroclasts",
          "status": "manual",
          "text": "While an enemy unit is engaged with this unit, that enemy unit has -1 OC ."
        },
        {
          "source": "Adrax Agatone",
          "name": "Unto the Anvil",
          "status": "manual",
          "text": "This unit's melee attacks can: Re-roll wound rolls of 1. Or: If the assault doctrine is active for this unit, re-roll wound rolls ."
        }
      ]
    },
    {
      "leaderId": "000004173",
      "leader": "Inquisitor Ostromandeus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002684",
      "bodyguard": "Subductor Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this unit is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Ward Against the Malefic Arts",
          "status": "manual",
          "text": "While this unit is leading a unit, each time a Psychic Attack targets that unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-cast Proclamations (Aura)",
          "status": "manual",
          "text": "Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12\" of this unit's Inquisitor Ostromandeus model, increase the cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-skull",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one enemy unit (excluding MONSTERS and VEHICLES ) within 12\" of the bearer. That unit must take a Battle-shock test; if that test is failed, until the end of your next turn, that unit cannot have the Benefit of Cover. Designer's Note: Place a vox-skull token next to the unit, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003816",
      "bodyguard": "Deathwatch Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002684",
      "bodyguard": "Subductor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000843",
      "bodyguard": "Fulgurite Electro-priests",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        },
        {
          "source": "Fulgurite Electro-priests",
          "name": "Electro-infusion",
          "status": "manual",
          "text": "While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002709",
      "leader": "Kor’sarro Khan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kor’sarro Khan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "This unit's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1 Re-roll wound rolls of 1."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "For the Khan!",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT] This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000002796",
      "leader": "Marshal",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marshal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marshal",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marshal",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marshal",
          "name": "Inspirational Exemplar",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        },
        {
          "source": "Marshal",
          "name": "Pious Fervour",
          "status": "manual",
          "text": "When this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have +1 A for each enemy unit within 6\" of this model (to a maximum of +3 A )."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000003693",
      "leader": "Overlord with translocation shroud",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Overlord with translocation shroud",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects : When a unit resurrects, that unit's Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "My Will Be Done",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Translocation Shroud",
          "status": "manual",
          "text": "Each time this model's unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6\" to the Move characteristic of models in that unit. In addition, each time a model in that unit makes a Normal, Advance or Fall Back move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model or its base)."
        }
      ]
    },
    {
      "leaderId": "000003693",
      "leader": "Overlord with translocation shroud",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Overlord with translocation shroud",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects : When a unit resurrects, that unit's Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "My Will Be Done",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Translocation Shroud",
          "status": "manual",
          "text": "Each time this model's unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6\" to the Move characteristic of models in that unit. In addition, each time a model in that unit makes a Normal, Advance or Fall Back move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model or its base)."
        }
      ]
    },
    {
      "leaderId": "000003693",
      "leader": "Overlord with translocation shroud",
      "faction": "NEC",
      "slot": "leader",
      "bodyguardId": "000000536",
      "bodyguard": "Lychguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Overlord with translocation shroud",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Resurrection Orb",
          "status": "manual",
          "text": "(Once per battle, per unit) At the end of any phase, you can use this ability. If you do, this unit resurrects : When a unit resurrects, that unit's Reanimation Protocols activate, but that unit heals D6 wounds (instead of D3 wounds). You cannot resurrect more than one unit per turn."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "My Will Be Done",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Overlord with translocation shroud",
          "name": "Translocation Shroud",
          "status": "manual",
          "text": "Each time this model's unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6\" to the Move characteristic of models in that unit. In addition, each time a model in that unit makes a Normal, Advance or Fall Back move, until that move is finished, it can move horizontally through models and terrain features (it cannot finish a move on top of another model or its base)."
        },
        {
          "source": "Lychguard",
          "name": "Guardian Protocols",
          "status": "manual",
          "text": "While a Noble model is leading this unit, each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000003702",
      "leader": "Kroot Trail Shaper",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000413",
      "bodyguard": "Kroot Carnivores",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kroot Trail Shaper",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Trail Finding",
          "status": "manual",
          "text": "In your opponent's Movement phase, if an enemy unit ends a move within 8” of this unit, if this unit is not within Engagement Range of one or more enemy units, this unit can make a Normal move of up to D6”."
        },
        {
          "source": "Kroot Trail Shaper",
          "name": "Kroot Ambush",
          "status": "manual",
          "text": "After both players have deployed their armies, you can redeploy this model's unit and one other friendly Kroot unit. When doing so, any of those units can be placed into Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000003831",
      "leader": "Blood Angels Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blood Angels Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        }
      ]
    },
    {
      "leaderId": "000003703",
      "leader": "Kroot War Shaper",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000413",
      "bodyguard": "Kroot Carnivores",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kroot War Shaper",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Kroot War Shaper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kroot War Shaper",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kroot War Shaper",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Kroot War Shaper",
          "name": "War Leader",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Kroot War Shaper",
          "name": "Root of Honour",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Kroot unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000003812",
      "leader": "Ministorum Priest",
      "faction": "AoI",
      "slot": "support",
      "bodyguardId": "000003818",
      "bodyguard": "Sisters of Battle Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003812",
          "source": "Ministorum Priest",
          "name": "Holy Hatred"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Hatred",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        }
      ]
    },
    {
      "leaderId": "000003704",
      "leader": "Kroot Flesh Shaper",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000413",
      "bodyguard": "Kroot Carnivores",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003704",
          "source": "Kroot Flesh Shaper",
          "name": "Ritual Butchery"
        }
      ],
      "coverage": [
        {
          "source": "Kroot Flesh Shaper",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Ritual Butchery",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Kroot Flesh Shaper",
          "name": "Rites of Feasting",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 6+ ability. If that unit destroys one or more enemy units in the Fight phase, until the end of the battle, models in that unit have the Feel No Pain 5+ ability instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000011",
      "leader": "Boss Snikrot",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000025",
      "bodyguard": "Kommandos",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Boss Snikrot",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Boss Snikrot",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Boss Snikrot",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Boss Snikrot",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Boss Snikrot",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Boss Snikrot",
          "name": "Kunnin’ Infiltrator",
          "status": "manual",
          "text": "At the end of your opponent's Fight phase, if each model in this unit is hidden and unengaged, you can place this unit in strategic reserves."
        },
        {
          "source": "Boss Snikrot",
          "name": "Deff from the Shadows (First battle round onwards)",
          "status": "manual",
          "text": "At the end of your opponent's Movement phase, if this unit is in strategic reserves, this unit can make an ingress move."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000004",
      "leader": "Weirdboy",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000002494",
      "bodyguard": "Beast Snagga Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Weirdboy",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Weirdboy",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Weirdboy",
          "name": "Unstable Energies",
          "status": "manual",
          "text": "Orks Psyker units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ORKS PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Weirdboy",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Weirdboy",
          "name": "Waaagh! Energy (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section (see above)."
        },
        {
          "source": "Weirdboy",
          "name": "Da Jump (psychic level 1, once per army, per battle round)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Place this unit in strategic reserves. This unit has Deep Strike."
        },
        {
          "source": "Weirdboy",
          "name": "Warpath (psychic level 1)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's melee attacks can re-roll wound rolls of 1. This unit's melee attacks have [Psychic]."
        }
      ]
    },
    {
      "leaderId": "000003711",
      "leader": "Chaos Lord with Jump Pack",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000958",
      "bodyguard": "Raptors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord with Jump Pack",
          "name": "Cruel Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time that unit Piles In or Consolidates, each model in that unit can move up to 6\" instead of up to 3\".",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000936",
      "leader": "Dark Apostle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000003714",
      "leader": "Canoness with Jump Pack",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002066",
      "bodyguard": "Zephyrim Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness with Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Canoness with Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness with Jump Pack",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness with Jump Pack",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness with Jump Pack",
          "name": "Divine Deliverance",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability."
        }
      ]
    },
    {
      "leaderId": "000003714",
      "leader": "Canoness with Jump Pack",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000904",
      "bodyguard": "Seraphim Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Canoness with Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Canoness with Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Canoness with Jump Pack",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Canoness with Jump Pack",
          "name": "Sacred Command",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Canoness with Jump Pack",
          "name": "Divine Deliverance",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [DEVASTATING WOUNDS] ability."
        }
      ]
    },
    {
      "leaderId": "000000936",
      "leader": "Dark Apostle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000002480",
      "leader": "Aestred Thurga And Agathae Dolan",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000908",
      "bodyguard": "Retributor Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Auto-Tapestry of the Emperor’s Judgement",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability"
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Recount the Deeds of the Saints",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice."
        }
      ]
    },
    {
      "leaderId": "000003812",
      "leader": "Ministorum Priest",
      "faction": "AoI",
      "slot": "support",
      "bodyguardId": "000002684",
      "bodyguard": "Subductor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003812",
          "source": "Ministorum Priest",
          "name": "Holy Hatred"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Hatred",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        }
      ]
    },
    {
      "leaderId": "000002795",
      "leader": "Emperor’s Champion",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Emperor’s Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Armour of Faith",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Chosen of the Emperor",
          "status": "manual",
          "text": "You cannot include more than one EMPEROR'S CHAMPION unit in your army."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Sigismund's Heir",
          "status": "manual",
          "text": "This unit has +1 to charge rolls."
        }
      ]
    },
    {
      "leaderId": "000003814",
      "leader": "Watch Captain Artemis",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003816",
      "bodyguard": "Deathwatch Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged with 3 wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000004129",
      "leader": "Wolf Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000303",
      "bodyguard": "Blood Claws",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Priest",
          "name": "Healing Balms",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        },
        {
          "source": "Wolf Priest",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000002701",
      "leader": "Captain In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002718",
      "bodyguard": "Reiver Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Tactical Fluidity (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6\". Or: At the end of your opponent's Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000002792",
      "leader": "Chaplain Grimaldus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 4,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain Grimaldus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Temple Relics",
          "status": "manual",
          "text": "At the start of your Command phase, if this unit contains one or more Cenobyte Servitor models, select up to one of the abilities in the Temple Relics section. Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Faithful Cenobytes",
          "status": "manual",
          "text": "If this unit's Chaplain Grimaldus model is destroyed, this unit's remaining Cenobyte Servitor models are also destroyed . Each Cenobyte Servitor model in this unit takes up 0 transport capacity."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Litanies of the Devout",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Banner of the Emperor Victorious",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Column from the Major Altar",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Water from the Stoup of Elucidation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 AP ."
        }
      ]
    },
    {
      "leaderId": "000003814",
      "leader": "Watch Captain Artemis",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged with 3 wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000000941",
      "leader": "Sorcerer On Disc Of Tzeentch",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "IGNORES COVER"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000000941",
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Flames of Change (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [IGNORES COVER] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Disc Of Tzeentch",
          "name": "Altered Reality (Psychic)",
          "status": "manual",
          "text": "Once per battle round, after a Hit roll, a Wound roll or a saving throw is made for this model, you can change the result of that roll to a 6."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000003829",
      "leader": "Jokaero Weaponsmith",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to an Inquisitorial Agents unit, even if one Inquisitor 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.",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000003829",
          "source": "Jokaero Weaponsmith",
          "name": "Inconceivable Augmentation"
        }
      ],
      "coverage": [
        {
          "source": "Jokaero Weaponsmith",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Jokaero Weaponsmith",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Jokaero Weaponsmith",
          "name": "Inconceivable Augmentation",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Jokaero Weaponsmith",
          "name": "A Weaponsmith, Not a Warlord",
          "status": "manual",
          "text": "This model cannot be selected to be your WARLORD . While an Inquisitor model is leading a unit that includes one or more JOKAERO WEAPONSMITH models, the Objective Control characteristic of JOKAERO WEAPONSMITH models in that unit is 1."
        },
        {
          "source": "Jokaero Weaponsmith",
          "name": "INQUISITORIAL AGENT",
          "status": "manual",
          "text": "If your Army Faction is not AGENTS OF THE IMPERIUM , then for each unique pairing of 1 Inquisitorial Agents unit and 1 JOKAERO WEAPONSMITH unit occuring in your army, increase the maximum number of Character units permitted in your army by 1."
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "not-applicable",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000115",
      "leader": "Chaplain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000230",
      "bodyguard": "Deathwing Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Zealous Fortitude",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000226",
      "leader": "Ezekiel",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ezekiel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ezekiel",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ezekiel",
          "name": "Book of Salvation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 A ."
        },
        {
          "source": "Ezekiel",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Ezekiel",
          "name": "Psychic Hood",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ezekiel",
          "name": "Engulfing Fear (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one enemy unit within 12\" of this model. That unit makes a battle-shock roll with -1 to that battle-shock roll ."
        },
        {
          "source": "Ezekiel",
          "name": "Whispers of the Shadow Forest (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        }
      ]
    },
    {
      "leaderId": "000004194",
      "leader": "Kharseth",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000632",
      "bodyguard": "Corsair Reaver Band",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kharseth",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kharseth",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kharseth",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Kharseth",
          "name": "Aethersense (Psychic)",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        },
        {
          "source": "Kharseth",
          "name": "Fury of the Void (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model's unit has shot, select one enemy unit hit by one or more attacks made with this model's Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an AELDARI model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack."
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004259",
      "bodyguard": "Aquilon Terminators with Solarite Power Talons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000004188",
      "leader": "Wardens of Ultramar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wardens of Ultramar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Strategium Command",
          "status": "manual",
          "text": "When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS ASTARTES units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves ."
        }
      ]
    },
    {
      "leaderId": "000003703",
      "leader": "Kroot War Shaper",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000002588",
      "bodyguard": "Kroot Farstalkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kroot War Shaper",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Kroot War Shaper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kroot War Shaper",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Kroot War Shaper",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Kroot War Shaper",
          "name": "War Leader",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Kroot War Shaper",
          "name": "Root of Honour",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Kroot unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000003844",
      "leader": "Cultist Firebrand",
      "faction": "QT",
      "slot": "leader",
      "bodyguardId": "000003851",
      "bodyguard": "Accursed Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004251",
      "bodyguard": "Custodian Guard Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000001446",
      "leader": "Trajann Valoris",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000001450",
      "bodyguard": "Custodian Wardens",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Trajann Valoris",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Trajann Valoris",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Trajann Valoris",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Trajann Valoris",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Trajann Valoris",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Trajann Valoris",
          "name": "Captain-General (Aura)",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units (excluding Monster/Vehicle units) within 6\" of this model can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Trajann Valoris",
          "name": "Moment Shackle (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of any phase, you can select one of the following to take effect until the end of the phase: This model's Watcher's Axe weapon has +3 A . This model has 3+ InSv."
        },
        {
          "source": "Trajann Valoris",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000001447",
      "leader": "Shield-Captain",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004255",
      "bodyguard": "Sentinel Guard Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain",
          "name": "Vengeful Surge (Once per battle, per unit)",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2\"."
        },
        {
          "source": "Shield-Captain",
          "name": "Praesidium Shield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000001448",
      "leader": "Shield-Captain in Allarus Terminator Armour",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004254",
      "bodyguard": "Aquilon Terminators with Solarite Power Gauntlets",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Archeotech Teleport-shunter (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is unengaged and has not been selected to move this phase, you can use this ability. If you do, place this unit in strategic reserves and this unit must make an ingress move this phase."
        }
      ]
    },
    {
      "leaderId": "000001448",
      "leader": "Shield-Captain in Allarus Terminator Armour",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000001453",
      "bodyguard": "Allarus Custodians",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain in Allarus Terminator Armour",
          "name": "Archeotech Teleport-shunter (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is unengaged and has not been selected to move this phase, you can use this ability. If you do, place this unit in strategic reserves and this unit must make an ingress move this phase."
        }
      ]
    },
    {
      "leaderId": "000001449",
      "leader": "Shield-Captain on Dawneagle Jetbike",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000001454",
      "bodyguard": "Vertus Praetors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Sweeping Advance (Once per battle, per unit)",
          "status": "manual",
          "text": "At the end of the Fight phase, if this unit was eligible to fight this phase: If this unit is unengaged, this unit can make a normal move. Or: If this unit is engaged , this unit can make a fall-back move."
        }
      ]
    },
    {
      "leaderId": "000001455",
      "leader": "Bloodmaster",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001114",
      "bodyguard": "Bloodletters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001455",
          "source": "Bloodmaster",
          "name": "Bloodmaster"
        }
      ],
      "coverage": [
        {
          "source": "Bloodmaster",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Bloodmaster",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bloodmaster",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Bloodmaster",
          "name": "Bloodmaster",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Bloodmaster",
          "name": "A Gory Path",
          "status": "manual",
          "text": "Each time this model's unit Consolidates, it can move up to 6\" instead of up to 3\"."
        }
      ]
    },
    {
      "leaderId": "000001456",
      "leader": "Skullmaster",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001115",
      "bodyguard": "Bloodcrushers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Skullmaster",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Skullmaster",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skullmaster",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Skullmaster",
          "name": "Skullmaster’s Fury",
          "status": "manual",
          "text": "While this model is leading a unit, each time that unit ends a Charge move, until the end of the turn, Juggernaut's bladed horns equipped by models in that unit have the [DEVASTATING WOUNDS] ability.",
          "leading": true
        },
        {
          "source": "Skullmaster",
          "name": "Devastating Charge",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, each enemy unit within Engagement Range of that unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000003814",
      "leader": "Watch Captain Artemis",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003824",
      "bodyguard": "Proteus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged with 3 wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000001462",
      "leader": "Changecaster",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000002584",
      "bodyguard": "Pink Horrors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000001462",
          "source": "Changecaster",
          "name": "Changecaster"
        }
      ],
      "coverage": [
        {
          "source": "Changecaster",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Changecaster",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Changecaster",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Changecaster",
          "name": "Changecaster",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Changecaster",
          "name": "Storm of Mutating Sorcery (Psychic)",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy Infantry unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000001463",
      "leader": "Fateskimmer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001127",
      "bodyguard": "Screamers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001463",
          "source": "Fateskimmer",
          "name": "Fateskimmer"
        }
      ],
      "coverage": [
        {
          "source": "Fateskimmer",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Fateskimmer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fateskimmer",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Fateskimmer",
          "name": "Fateskimmer",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Fateskimmer",
          "name": "Rider of the Immaterial Winds",
          "status": "manual",
          "text": "Once per battle, at the end of your opponent's turn, if this model's unit is not within Engagement Range of one or more enemy units, you can remove that unit from the battlefield and place it into Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000000902",
      "leader": "Dialogus",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000908",
      "bodyguard": "Retributor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dialogus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dialogus",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dialogus",
          "name": "Laud Hailer",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dialogus",
          "name": "Stirring Rhetoric",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001464",
      "leader": "Fluxmaster",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000002583",
      "bodyguard": "Blue Horrors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fluxmaster",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Fluxmaster",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fluxmaster",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Fluxmaster",
          "name": "Fluxmaster",
          "status": "manual",
          "text": "This unit has Stealth. Melee attacks that target this unit have -1 to hit rolls."
        },
        {
          "source": "Fluxmaster",
          "name": "Altered Reality (Psychic)",
          "status": "manual",
          "text": "Once per battle round, after a Hit roll, a Wound roll, or a saving throw is made for this model, you can change the result of that roll to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000001467",
      "leader": "Poxbringer",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001132",
      "bodyguard": "Plaguebearers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "criticalSuccess",
          "roll": "hit",
          "value": 5,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001467",
          "source": "Poxbringer",
          "name": "Poxbringer"
        }
      ],
      "coverage": [
        {
          "source": "Poxbringer",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Poxbringer",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Poxbringer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Poxbringer",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Poxbringer",
          "name": "Poxbringer",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, a successful unmodified Hit roll of 5+ scores a Critical Hit.",
          "leading": true
        },
        {
          "source": "Poxbringer",
          "name": "Feculent Despair (Aura, Psychic)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test."
        }
      ]
    },
    {
      "leaderId": "000001468",
      "leader": "Sloppity Bilepiper",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001132",
      "bodyguard": "Plaguebearers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sloppity Bilepiper",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Sloppity Bilepiper",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sloppity Bilepiper",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Sloppity Bilepiper",
          "name": "Jolly Gutpipes",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Move characteristic of models in that unit and you can re-roll Advance rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Sloppity Bilepiper",
          "name": "Disease of Mirth (Aura)",
          "status": "manual",
          "text": "At the start of the Fight phase, every enemy unit (excluding MONSTERS and VEHICLES ) within 6\" of this model must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000001469",
      "leader": "Spoilpox Scrivener",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000001132",
      "bodyguard": "Plaguebearers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001469",
          "source": "Spoilpox Scrivener",
          "name": "Keep Counting!"
        }
      ],
      "coverage": [
        {
          "source": "Spoilpox Scrivener",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Spoilpox Scrivener",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Spoilpox Scrivener",
          "name": "The Shadow of Chaos",
          "status": "manual",
          "text": "If your Army Faction is LEGIONES DAEMONICA , certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your deployment zone is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos. DAEMONIC MANIFESTATION While a friendly LEGIONES DAEMONICA unit is within your army's Shadow of Chaos, each time that unit makes a battle-shock roll , that unit has +1 to that battle-shock roll and, if that roll is successful, one model in that unit heals D3 wounds (if that unit is a BATTLELINE unit and that roll is successful, up to D3 destroyed models (excluding CHARACTER models) can be returned to that unit instead). DAEMONIC TERROR While an enemy unit is within your army's Shadow of Chaos and/or it is within 6\" of one or more BLOODTHIRSTER , GREAT UNCLEAN ONE , KAIROS FATEWEAVER , KEEPER OF SECRETS , LORD OF CHANGE , ROTIGUS , SHALAXI HELBANE or SKARBRAND units from your army, each time that unit takes a Battle-shock test , subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 mortal wounds ."
        },
        {
          "source": "Spoilpox Scrivener",
          "name": "Keep Counting!",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Spoilpox Scrivener",
          "name": "Meet Your Quota!",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001472",
      "leader": "Tzaangor Shaman",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000004122",
      "bodyguard": "Tzaangor Enlightened with Fatecaster Greatbows",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001472",
          "source": "Tzaangor Shaman",
          "name": "Bestial Prophet"
        }
      ],
      "coverage": [
        {
          "source": "Tzaangor Shaman",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Bestial Prophet",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Sacrificial Blessing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Shooting phase and the Fight phase, each time that unit is selected to shoot or fight, this model can use this ability. If it does, select one Bodyguard model in that unit; that Bodyguard model is destroyed and, until the end of the phase, add D3 to the Attacks and Strength characteristics of Psychic weapons equipped by this model.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001472",
      "leader": "Tzaangor Shaman",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001034",
      "bodyguard": "Tzaangors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001472",
          "source": "Tzaangor Shaman",
          "name": "Bestial Prophet"
        }
      ],
      "coverage": [
        {
          "source": "Tzaangor Shaman",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Bestial Prophet",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Sacrificial Blessing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Shooting phase and the Fight phase, each time that unit is selected to shoot or fight, this model can use this ability. If it does, select one Bodyguard model in that unit; that Bodyguard model is destroyed and, until the end of the phase, add D3 to the Attacks and Strength characteristics of Psychic weapons equipped by this model.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001472",
      "leader": "Tzaangor Shaman",
      "faction": "TS",
      "slot": "leader",
      "bodyguardId": "000001474",
      "bodyguard": "Tzaangor Enlightened",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001472",
          "source": "Tzaangor Shaman",
          "name": "Bestial Prophet"
        }
      ],
      "coverage": [
        {
          "source": "Tzaangor Shaman",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Cabal of Sorcerers",
          "status": "manual",
          "text": "If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has attempted to manifest this turn, then take a Psychic test for that model by following the sequence below. PSYCHIC TEST SEQUENCE Roll 2D6 Channel the Warp (Optional) Then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 mortal wounds. If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects. DESTINY'S RUIN (PSYCHIC) WARP CHARGE 5 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, re-roll a Hit roll of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead. TEMPORAL SURGE (PSYCHIC) WARP CHARGE 6 Select one friendly THOUSAND SONS or SCINTILLATING LEGIONS unit that is not within Engagement Range of one or more enemy units and is within 24\" of and visible to the manifesting model. That unit can make a Normal move of up to D6\". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6\" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge . DOOMBOLT (PSYCHIC) WARP CHARGE 7 Select one enemy unit within 24\" of and visible to the manifesting model (excluding units with the Lone Operative ability that are not part of an Attached unit and are not within 12\" of the manifesting model); that unit suffers D3 mortal wounds . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead. TWIST OF FATE (PSYCHIC) WARP CHARGE 9 Select one enemy unit within 24\" of and visible to the manifesting model. Until the end of the phase, each time a THOUSAND SONS or SCINTILLATING LEGIONS model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead."
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Bestial Prophet",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Tzaangor Shaman",
          "name": "Sacrificial Blessing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Shooting phase and the Fight phase, each time that unit is selected to shoot or fight, this model can use this ability. If it does, select one Bodyguard model in that unit; that Bodyguard model is destroyed and, until the end of the phase, add D3 to the Attacks and Strength characteristics of Psychic weapons equipped by this model.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000849",
      "bodyguard": "Skitarii Vanguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000002792",
      "leader": "Chaplain Grimaldus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 4,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain Grimaldus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Temple Relics",
          "status": "manual",
          "text": "At the start of your Command phase, if this unit contains one or more Cenobyte Servitor models, select up to one of the abilities in the Temple Relics section. Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Faithful Cenobytes",
          "status": "manual",
          "text": "If this unit's Chaplain Grimaldus model is destroyed, this unit's remaining Cenobyte Servitor models are also destroyed . Each Cenobyte Servitor model in this unit takes up 0 transport capacity."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Litanies of the Devout",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Banner of the Emperor Victorious",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Column from the Major Altar",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Chaplain Grimaldus",
          "name": "Water from the Stoup of Elucidation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 AP ."
        }
      ]
    },
    {
      "leaderId": "000001477",
      "leader": "Commander In Crisis Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003700",
      "bodyguard": "Crisis Fireknife Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Crisis Commander",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.",
          "leading": true
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000001477",
      "leader": "Commander In Crisis Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003699",
      "bodyguard": "Crisis Sunforge Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Crisis Commander",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.",
          "leading": true
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002472",
      "leader": "Palatine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002507",
      "bodyguard": "Sisters Novitiate Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002472",
          "source": "Palatine",
          "name": "Fury of the Righteous"
        }
      ],
      "coverage": [
        {
          "source": "Palatine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Palatine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Palatine",
          "name": "Fury of the Righteous",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Palatine",
          "name": "Rapturous Blows",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can discard 1 Miracle dice. If you do, then until the end of the phase, each time a melee attack made by this model scores a wound, the target of that attack suffers 1 mortal wound in addition to any normal damage."
        }
      ]
    },
    {
      "leaderId": "000000003",
      "leader": "Warboss on Warbike",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000033",
      "bodyguard": "Warbikers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warboss on Warbike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warboss on Warbike",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Warboss on Warbike",
          "name": "Da Boss",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Warboss on Warbike",
          "name": "Get Back in Da Race",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Speed Freeks unit within 6\" of this unit. That unit (and any units embarked within that unit): Is no longer battle-shocked. Is riled up until the start of your next turn."
        },
        {
          "source": "Warboss on Warbike",
          "name": "Speedboss",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000000306",
      "leader": "Iron Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000303",
      "bodyguard": "Blood Claws",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Priest",
          "name": "Gift of the Iron Wolf",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, select up to one friendly Space Wolves Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase. You cannot select the same VEHICLE model for this ability more than once per phase."
        },
        {
          "source": "Iron Priest",
          "name": "Iron Priest",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Space Wolves Vehicle unit, this model has Lone Operative."
        },
        {
          "source": "Iron Priest",
          "name": "Judgement of the Omnissiah",
          "status": "manual",
          "text": "This model's attacks that target an enemy unit engaged with a friendly Space Wolves Vehicle can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003824",
      "bodyguard": "Proteus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000002489",
      "leader": "Beastboss",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000002494",
      "bodyguard": "Beast Snagga Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Beastboss",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Beastboss",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Beastboss",
          "name": "Da Boss",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Beastboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Beastboss",
          "name": "Keep Huntin’! (Once per battle round, per army)",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Beast Snagga unit within 6\" of this unit. That unit: Is no longer battle-shocked. Is riled up until the start of your next turn."
        },
        {
          "source": "Beastboss",
          "name": "Dodge Dis!",
          "status": "manual",
          "text": "This unit's attacks have +1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000002064",
      "leader": "Junith Eruita",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Junith Eruita",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Junith Eruita",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Junith Eruita",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Junith Eruita",
          "name": "The Pulpit of Saint Holline’s Basilica",
          "status": "manual",
          "text": "This unit has Stealth Melee attacks that target this unit have -1 to hit rolls"
        },
        {
          "source": "Junith Eruita",
          "name": "Fiery Conviction",
          "status": "manual",
          "text": "If this model is on the battlefield at the start of your Command phase, you can choose one of the following: Discard 1 Miracle dice and gain 1CP. Take a Leadership test for this model, if that test is passed, gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000901",
      "leader": "Hospitaller",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000901",
          "source": "Hospitaller",
          "name": "Medicus Ministorum"
        }
      ],
      "coverage": [
        {
          "source": "Hospitaller",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hospitaller",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Hospitaller",
          "name": "Medicus Ministorum",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.",
          "leading": true
        },
        {
          "source": "Hospitaller",
          "name": "Sacred Healing",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, you can return up to 1 destroyed model (excluding CHARACTER models) to that unit. If you wish, you can first discard 1 Miracle dice; if you do, you can return up to D3+1 destroyed models (excluding CHARACTER models) to that unit instead.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000003814",
      "leader": "Watch Captain Artemis",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004174",
      "bodyguard": "Aquila Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged with 3 wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002491",
      "leader": "Painboss",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000002494",
      "bodyguard": "Beast Snagga Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Painboss",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Painboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Painboss",
          "name": "Push Dat Bit Back In (Once per battle, per unit)",
          "status": "manual",
          "text": "In your Command phase, select one friendly Beast Snagga unit within 6\" of this unit. That unit heals 3 wounds. Place a Grot Orderly token next to the unit, removing it when this ability is used."
        },
        {
          "source": "Painboss",
          "name": "Hardy Bioniks",
          "status": "manual",
          "text": "Attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        },
        {
          "source": "Painboss",
          "name": "Runnin’ wiv da Herd",
          "status": "not-applicable",
          "text": "While this model is attached to a Mounted unit, this model: Does not have INFANTRY . Has MOBILE and MOUNTED . Has +4\" M ."
        }
      ]
    },
    {
      "leaderId": "000000902",
      "leader": "Dialogus",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dialogus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dialogus",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dialogus",
          "name": "Laud Hailer",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dialogus",
          "name": "Stirring Rhetoric",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000219",
      "leader": "Belial",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Belial",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Belial",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Belial",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Belial",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Belial",
          "name": "Grand Master of the Deathwing",
          "status": "manual",
          "text": "This unit's attacks that target an enemy CHARACTER unit have +1 to wound rolls."
        },
        {
          "source": "Belial",
          "name": "Strikes of Retribution",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000000499",
      "leader": "Malanthrope",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000476",
      "bodyguard": "Venomthropes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Malanthrope",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Malanthrope",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Malanthrope",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Malanthrope",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Malanthrope",
          "name": "Enhanced Toxic Miasma",
          "status": "manual",
          "text": "While this model is leading a unit, the range of that unit's Foul Spores Aura ability is increased to 9\".",
          "leading": true
        },
        {
          "source": "Malanthrope",
          "name": "Prey Adaptation",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, select one of the following abilities to apply to all melee weapons equipped by models in that unit until the end of the phase: [SUSTAINED HITS 1] [LANCE] [LETHAL HITS]"
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003826",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000000714",
      "leader": "Sergeant Harker",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sergeant Harker",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Sergeant Harker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sergeant Harker",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Sergeant Harker",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Sergeant Harker",
          "name": "Harker’s Hellraisers",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a ranged attack targets that unit, if the attacking model is more than 12\" away, subtract 1 from the Hit roll."
        },
        {
          "source": "Sergeant Harker",
          "name": "Payback Time",
          "status": "manual",
          "text": "Once per battle, when this model is selected to shoot, it can use this ability. If it does, until the end of the phase, its Payback weapon has an Attacks characteristic of 6 and the [SUSTAINED HITS 3] ability instead of the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Sergeant Harker",
          "name": "ORDERS",
          "status": "manual",
          "text": "This Officer can issue 1 Order to a Catachan Jungle Fighters unit."
        }
      ]
    },
    {
      "leaderId": "000000713",
      "leader": "‘Iron Hand’ Straken",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000000713",
          "source": "‘Iron Hand’ Straken",
          "name": "Cold Steel and Courage"
        }
      ],
      "coverage": [
        {
          "source": "‘Iron Hand’ Straken",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "‘Iron Hand’ Straken",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "‘Iron Hand’ Straken",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "‘Iron Hand’ Straken",
          "name": "Cold Steel and Courage",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "‘Iron Hand’ Straken",
          "name": "Been There, Seen it, Killed it",
          "status": "manual",
          "text": "Each time this model makes a melee attack, if it made a Charge move this turn, you can re-roll the Hit roll and you can re-roll the Wound roll."
        },
        {
          "source": "‘Iron Hand’ Straken",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to Regiment units."
        }
      ]
    },
    {
      "leaderId": "000003922",
      "leader": "Hell’s Last",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Hell’s Last",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Hell’s Last",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Hell’s Last",
          "name": "Heroic Example",
          "status": "manual",
          "text": "While this unit's Minka Lesk model is on the battlefield, each time a model in this unit makes an attack, you can re-roll the Hit roll."
        },
        {
          "source": "Hell’s Last",
          "name": "Lesk’s Heroes",
          "status": "manual",
          "text": "Add 1 to the Leadership characteristic of models in this unit and you can re-roll Battle-shock and Leadership tests taken for this unit."
        },
        {
          "source": "Hell’s Last",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 2 Orders to Regiment units."
        },
        {
          "source": "Hell’s Last",
          "name": "Regimental Banner",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Hell’s Last",
          "name": "One Shot",
          "status": "manual",
          "text": "The bearer can only shoot with this weapon once per battle."
        }
      ]
    },
    {
      "leaderId": "000003889",
      "leader": "Krieg Command Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Krieg Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Grim Determination",
          "status": "manual",
          "text": "While this unit contains an OFFICER , you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Alchemyk Counteragents",
          "status": "manual",
          "text": "The bearer's unit has the Feel No Pain 6+ ability against mortal wounds."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Servo-scribes",
          "status": "manual",
          "text": "Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. Designer's Note: Place a Servo-scribes token next to the unit, removing it when this ability has been used."
        },
        {
          "source": "Krieg Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000000889",
      "leader": "Primaris Psyker",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001394",
      "leader": "Ministorum Priest",
      "faction": "AM",
      "slot": "support",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001394",
          "source": "Ministorum Priest",
          "name": "War Hymns"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "War Hymns",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Piety",
          "status": "manual",
          "text": "Each time this model makes a melee attack, unless this model's unit is Battle-shocked, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000000716",
      "leader": "Commissar",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000000716",
      "leader": "Commissar",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002746",
      "bodyguard": "Tempestus Scions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000000719",
      "leader": "Militarum Tempestus Command Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002746",
      "bodyguard": "Tempestus Scions",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "Tempestor Prime",
          "status": "manual",
          "text": "While this unit contains a Tempestor Prime, ranged weapons equipped by models in this unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "Medi-pack",
          "status": "manual",
          "text": "At the start of your Command phase, if the bearer's unit is below its Starting Strength, you can return up to D3 destroyed Tempestus Scions models to this unit."
        },
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "Command Rod",
          "status": "manual",
          "text": "While the bearer is leading a unit, that unit can be affected by up to two different Orders at the same time."
        },
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Militarum Tempestus Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000000928",
      "leader": "Fabius Bile",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000001601",
      "bodyguard": "Negavolt Cultists",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fabius Bile",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Fabius Bile",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fabius Bile",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Fabius Bile",
          "name": "Enhanced Warriors",
          "status": "manual",
          "text": "If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit."
        },
        {
          "source": "Fabius Bile",
          "name": "Surgeon Acolyte",
          "status": "manual",
          "text": "Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE , you can change the Damage characteristic of that attack to 0."
        },
        {
          "source": "Fabius Bile",
          "name": "Chirurgeon",
          "status": "manual",
          "text": "The first time this unit's FABIUS BILE model is destroyed, at the end of the phase, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000003815",
      "leader": "Watch Master",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003824",
      "bodyguard": "Proteus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000000226",
      "leader": "Ezekiel",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ezekiel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ezekiel",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ezekiel",
          "name": "Book of Salvation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 A ."
        },
        {
          "source": "Ezekiel",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Ezekiel",
          "name": "Psychic Hood",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ezekiel",
          "name": "Engulfing Fear (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one enemy unit within 12\" of this model. That unit makes a battle-shock roll with -1 to that battle-shock roll ."
        },
        {
          "source": "Ezekiel",
          "name": "Whispers of the Shadow Forest (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        }
      ]
    },
    {
      "leaderId": "000000119",
      "leader": "Librarian In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001159",
      "bodyguard": "Incursor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Shrouding (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Soul Sight (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit. Ranged attacks that target that enemy unit have [IGNORES COVER]."
        }
      ]
    },
    {
      "leaderId": "000001611",
      "leader": "Chief Librarian Tigurius",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chief Librarian Tigurius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Hood of Hellfire (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Prescience (psychic level 2)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has +1 Sv until the start of your next turn."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Telepathic Assault (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 24\" of this unit. That enemy unit suffers 2D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002518",
      "leader": "Blade Champion",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004263",
      "bodyguard": "Custodian Guard Sodality with Pyrithite Spears",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blade Champion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Blade Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blade Champion",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Blade Champion",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Blade Champion",
          "name": "Swift Onslaught",
          "status": "manual",
          "text": "This unit can: Re-roll advance rolls. Re-roll charge rolls."
        },
        {
          "source": "Blade Champion",
          "name": "Sword of the Throne",
          "status": "manual",
          "text": "At the start of the first battle round, select one enemy unit to be this model's mark : This model's attacks that target this model's mark have +1 to wound rolls. Each time this model's mark is destroyed, select one enemy unit to be this model's mark ."
        }
      ]
    },
    {
      "leaderId": "000003814",
      "leader": "Watch Captain Artemis",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003826",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged with 3 wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002063",
      "leader": "Triumph Of Saint Katherine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Relics of the Matriarchs",
          "status": "manual",
          "text": "At the start of the battle round, select up to two of the abilities in the Relics of the Matriarchs section (see left). Until the start of the next battle round, this model has those abilities."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Solemn Procession",
          "status": "manual",
          "text": "Each time you gain 1 Miracle dice at the start of your turn, if this model is on the battlefield, do not roll one D6 to determine the value of that Miracle dice; it has a value of 6."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "The Fiery Heart (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, add 2\" to that unit's Move characteristic and add 1 to Advance and Charge rolls made for that unit."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Censer of the Sacred Rose (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Simulacrum of the Ebon Chalice (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, that unit can perform up to two Acts of Faith per phase, instead of only one."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Simulacrum of the Argent Shroud (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, each time a model in that unit makes a ranged attack, re-roll a Wound roll of 1."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Icon of the Valorous Heart (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, models in that unit have the Feel No Pain 6+ ability."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Petals of the Bloody Rose (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1."
        }
      ]
    },
    {
      "leaderId": "000000012",
      "leader": "Mek",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000020",
      "bodyguard": "Tankbustas",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mek",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mek",
          "name": "Kustom Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have [Ignores Cover]."
        },
        {
          "source": "Mek",
          "name": "Clever Know-wotz",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks Vehicle model (excluding AIRCRAFT / TITANIC models) within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks have +1 to hit rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000001449",
      "leader": "Shield-Captain on Dawneagle Jetbike",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004257",
      "bodyguard": "Gyrfalcon Jetbike Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain on Dawneagle Jetbike",
          "name": "Sweeping Advance (Once per battle, per unit)",
          "status": "manual",
          "text": "At the end of the Fight phase, if this unit was eligible to fight this phase: If this unit is unengaged, this unit can make a normal move. Or: If this unit is engaged , this unit can make a fall-back move."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000844",
      "bodyguard": "Corpuscarii Electro-priests",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000000127",
      "leader": "Iron Father Feirros",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001177",
      "bodyguard": "Heavy Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Father Feirros",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Master of the Forge",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals 3 wounds. That VEHICLE model's attacks can ignore modifiers to the following until the start of your next Movement phase: BS . Hit rolls and wound rolls."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Rites of Tempering",
          "status": "manual",
          "text": "Attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        },
        {
          "source": "Iron Father Feirros",
          "name": "Iron Father",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative"
        }
      ]
    },
    {
      "leaderId": "000000060",
      "leader": "Apothecary Biologis",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002099",
      "bodyguard": "Aggressor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary Biologis",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary Biologis",
          "name": "Vivispectral Analysis Targeting",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-Vehicle]."
        }
      ]
    },
    {
      "leaderId": "000002480",
      "leader": "Aestred Thurga And Agathae Dolan",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Auto-Tapestry of the Emperor’s Judgement",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability"
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Recount the Deeds of the Saints",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice."
        }
      ]
    },
    {
      "leaderId": "000002793",
      "leader": "Castellan",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Castellan",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Castellan",
          "name": "Vehement Aggression",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, make a leadership roll for this unit: This unit's melee attacks can re-roll hit rolls of 1. Or: If that roll succeeds: This unit's melee attacks: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000399",
      "leader": "Brotherhood Techmarine",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000383",
      "bodyguard": "Purifier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brotherhood Techmarine",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Grey Knights Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Blessing of the Omnissiah",
          "status": "manual",
          "text": "In your Command phase, you can select one friendly Grey Knights Vehicle model within 3\" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE model makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Brotherhood Techmarine",
          "name": "Guardians of the Machine",
          "status": "manual",
          "text": "Each time an enemy unit ends a charge move engaged with one or more friendly GREY KNIGHTS VEHICLE units and within 6\" of this unit, you can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase."
        }
      ]
    },
    {
      "leaderId": "000000406",
      "leader": "Commander Farsight",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003700",
      "bodyguard": "Crisis Fireknife Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander Farsight",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander Farsight",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander Farsight",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander Farsight",
          "name": "Way of the Short Blade",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit within 9\", add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Commander Farsight",
          "name": "Puretide's Teachings",
          "status": "manual",
          "text": "Once per battle round, you can target this model's unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Commander Farsight",
          "name": "INDEPENDENT POWER",
          "status": "manual",
          "text": "If your army includes COMMANDER FARSIGHT , it cannot include any Ethereal units. If your army includes any ETHEREAL units, it cannot include COMMANDER FARSIGHT ."
        }
      ]
    },
    {
      "leaderId": "000001581",
      "leader": "Master Of Possession",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000953",
      "bodyguard": "Possessed",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Possession",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Possession",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Possession",
          "name": "Daemonkin (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Master Of Possession",
          "name": "Sacrificial Dagger",
          "status": "manual",
          "text": "Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model's unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002684",
      "bodyguard": "Subductor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000004141",
      "leader": "Memnyr Strategist",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000004143",
      "bodyguard": "Ironkin Steeljacks with Heavy Volkanite Disintegrators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Memnyr Strategist",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Memnyr Strategist",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Memnyr Strategist",
          "name": "Computational Mastermind",
          "status": "manual",
          "text": "At the end of your Command phase, before you determine if units from your army have Hostile Acquisition or Fortify Takeover, for each objective marker you control that has one or more models with this ability within range of it, you can spend 1YP or gain 1YP."
        },
        {
          "source": "Memnyr Strategist",
          "name": "Predictive Guidance",
          "status": "manual",
          "text": "Once per battle round, when you target this unit with the Fire Overwatch/Heroic Intervention stratagem , you can use this ability. If you do, that use of that stratagem is -1 CP."
        }
      ]
    },
    {
      "leaderId": "000004141",
      "leader": "Memnyr Strategist",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000004144",
      "bodyguard": "Ironkin Steeljacks with Melee Weapons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Memnyr Strategist",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Memnyr Strategist",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Memnyr Strategist",
          "name": "Computational Mastermind",
          "status": "manual",
          "text": "At the end of your Command phase, before you determine if units from your army have Hostile Acquisition or Fortify Takeover, for each objective marker you control that has one or more models with this ability within range of it, you can spend 1YP or gain 1YP."
        },
        {
          "source": "Memnyr Strategist",
          "name": "Predictive Guidance",
          "status": "manual",
          "text": "Once per battle round, when you target this unit with the Fire Overwatch/Heroic Intervention stratagem , you can use this ability. If you do, that use of that stratagem is -1 CP."
        }
      ]
    },
    {
      "leaderId": "000002793",
      "leader": "Castellan",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Castellan",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Castellan",
          "name": "Vehement Aggression",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, make a leadership roll for this unit: This unit's melee attacks can re-roll hit rolls of 1. Or: If that roll succeeds: This unit's melee attacks: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004212",
      "bodyguard": "Hastarii Fusiliers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000003946",
      "leader": "Quartermaster Cadre Squad",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003977",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Medicae Medi-packs",
          "status": "manual",
          "text": "Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Mindlock",
          "status": "manual",
          "text": "While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit's Medical scalpels by 1."
        }
      ]
    },
    {
      "leaderId": "000002677",
      "leader": "Ancient In Terminator Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000231",
      "bodyguard": "Deathwing Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Never Shall the Standard Fall",
          "status": "manual",
          "text": "While this unit is within range of an objective, attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000004130",
      "leader": "Wolf Guard Battle Leader",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Tempered Ferocity",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]. This unit's attacks that target an enemy unit within 6\" of this unit can re-roll hit rolls of 1."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Heroic Last Stand",
          "status": "manual",
          "text": "In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        },
        {
          "source": "Wolf Guard Battle Leader",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000842",
      "bodyguard": "Kataphron Destroyers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000004218",
      "leader": "Commissar Graves on Foot",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Graves on Foot",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Icon of Discipline",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a Charge in a turn in which it Fell Back."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Brutal Disciplinarian",
          "status": "manual",
          "text": "Once per turn, at the start of any phase, you can select one friendly Astra Militarum Infantry (excluding units that only contain one model) unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is no longer Battle-shocked."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to Regiment units. This OFFICER can only issue the Move! Move! Move!, Duty and Honour! and Fix Bayonets! Orders."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "USING COMMISSAR GRAVES",
          "status": "manual",
          "text": "Your army can only include one Commissar Graves or Commissar Graves on Foot unit."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "manual",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000001553",
      "leader": "Ministorum Priest",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000903",
      "bodyguard": "Battle Sisters Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001553",
          "source": "Ministorum Priest",
          "name": "Righteous Smiting"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Ministorum Priest",
          "name": "Righteous Smiting",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Mission",
          "status": "manual",
          "text": "If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6\" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "manual",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001394",
      "leader": "Ministorum Priest",
      "faction": "AM",
      "slot": "support",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001394",
          "source": "Ministorum Priest",
          "name": "War Hymns"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "War Hymns",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Piety",
          "status": "manual",
          "text": "Each time this model makes a melee attack, unless this model's unit is Battle-shocked, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000002530",
      "leader": "Lieutenant In Phobos Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002718",
      "bodyguard": "Reiver Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000842",
      "bodyguard": "Kataphron Destroyers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000000112",
      "leader": "Chaplain With Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000147",
      "bodyguard": "Vanguard Veteran Squad With Jump Packs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain With Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Exhortation of Rage",
          "status": "manual",
          "text": "While this unit is at or below half-strength, this unit's melee attacks can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000001396",
      "leader": "Tech-Priest Enginseer",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-Priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly Astra Militarum Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, that VEHICLE model has a 4+ invulnerable save. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Astra Militarum Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Enginseer axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000002677",
      "leader": "Ancient In Terminator Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Never Shall the Standard Fall",
          "status": "manual",
          "text": "While this unit is within range of an objective, attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000004237",
      "leader": "Stonesinger",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000004235",
      "bodyguard": "Dragon Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Stonesinger",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Stonesinger",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Stonesinger",
          "name": "Elemental Ensnarement",
          "status": "manual",
          "text": "At the end of your Fight phase, if this unit is not battle-shocked, you can use this ability. If you do, roll one D6: On a 1, this unit is battle-shocked . Select one visible enemy MONSTER / VEHICLE unit (excluding TITANIC units) within 18\" of this unit. That enemy unit is ensnared until the start of your next turn: While a unit is ensnared , that unit has -2\" M and cannot be pinned ."
        }
      ]
    },
    {
      "leaderId": "000002726",
      "leader": "Vulkan He’stan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Vulkan He’stan",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Seeker of the Unfound",
          "status": "manual",
          "text": "The first time this model is set up on the battlefield, select one objective on the battlefield. While this model is within range of that objective , this model has: 10 OC . 5+ Ld . Feel No Pain 4+."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Forgefather",
          "status": "manual",
          "text": "In your Shooting phase, select one visible enemy unit within 24\" of this model. Friendly ADEPTUS ASTARTES units' [Melta]/[Torrent] attacks that target that enemy unit have +2 S ."
        }
      ]
    },
    {
      "leaderId": "000000119",
      "leader": "Librarian In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001160",
      "bodyguard": "Scout Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Shrouding (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Soul Sight (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit. Ranged attacks that target that enemy unit have [IGNORES COVER]."
        }
      ]
    },
    {
      "leaderId": "000000292",
      "leader": "Njal Stormcaller",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000305",
      "bodyguard": "Grey Hunters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Njal Stormcaller",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Wind Walker",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, this unit can change advance rolls to a 6."
        },
        {
          "source": "Njal Stormcaller",
          "name": "High Rune Priest (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Runic Abilities section."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Murderous Hurricane (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 12\". That enemy unit cannot make Snap shooting attacks."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Storm Caller (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has -3\" detection range until the end of the phase."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Tempest's Wrath (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 18\". That enemy unit is suppressed until the start of your next turn: While a unit is suppressed , that unit's attacks have -1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000000902",
      "leader": "Dialogus",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dialogus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dialogus",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dialogus",
          "name": "Laud Hailer",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dialogus",
          "name": "Stirring Rhetoric",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002748",
      "leader": "Ravenwing Command Squad",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002712",
      "bodyguard": "Outrider Squad",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ravenwing Command Squad",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ravenwing Command Squad",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ravenwing Command Squad",
          "name": "Astartes Banner",
          "status": "manual",
          "text": "While this unit contains a Ravenwing Ancient, this unit has +1 OC ."
        },
        {
          "source": "Ravenwing Command Squad",
          "name": "Honour or Death",
          "status": "manual",
          "text": "While this unit contains a Ravenwing Champion: This unit has +1 to advance rolls and charge rolls. When you target this unit with the Heroic Intervention stratagem , that use is -1CP."
        },
        {
          "source": "Ravenwing Command Squad",
          "name": "Narthecium",
          "status": "manual",
          "text": "While this unit contains a Ravenwing Apothecary, in your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004119",
      "bodyguard": "Servitor Battleclade",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002375",
      "leader": "Quartermaster Cadre Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Medicae Medi-packs",
          "status": "manual",
          "text": "Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Mindlock",
          "status": "manual",
          "text": "While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit's Medical scalpels by 1."
        }
      ]
    },
    {
      "leaderId": "000002795",
      "leader": "Emperor’s Champion",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Emperor’s Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Armour of Faith",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Chosen of the Emperor",
          "status": "manual",
          "text": "You cannot include more than one EMPEROR'S CHAMPION unit in your army."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Sigismund's Heir",
          "status": "manual",
          "text": "This unit has +1 to charge rolls."
        }
      ]
    },
    {
      "leaderId": "000002726",
      "leader": "Vulkan He’stan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004249",
      "bodyguard": "Eradicator Squad with Melta Rifles",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Vulkan He’stan",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Seeker of the Unfound",
          "status": "manual",
          "text": "The first time this model is set up on the battlefield, select one objective on the battlefield. While this model is within range of that objective , this model has: 10 OC . 5+ Ld . Feel No Pain 4+."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Forgefather",
          "status": "manual",
          "text": "In your Shooting phase, select one visible enemy unit within 24\" of this model. Friendly ADEPTUS ASTARTES units' [Melta]/[Torrent] attacks that target that enemy unit have +2 S ."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003816",
      "bodyguard": "Deathwatch Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000004192",
      "leader": "Red Corsairs Reave-Captain",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Brutal Raider",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Raider’s Due",
          "status": "manual",
          "text": "When this unit declares a charge, If an enemy unit within range of an objective is within 12\" of this unit, you can use this ability. If you do: This unit can re-roll that charge roll. This unit must end that charge move engaged with one or more of those enemy units."
        }
      ]
    },
    {
      "leaderId": "000001611",
      "leader": "Chief Librarian Tigurius",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chief Librarian Tigurius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Hood of Hellfire (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Prescience (psychic level 2)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has +1 Sv until the start of your next turn."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Telepathic Assault (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 24\" of this unit. That enemy unit suffers 2D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000003815",
      "leader": "Watch Master",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003816",
      "bodyguard": "Deathwatch Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000002543",
      "leader": "The Visarch",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000000632",
      "bodyguard": "Corsair Reaver Band",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this unit to one of the above units, even if Yvraine 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.",
      "effects": [],
      "coverage": [
        {
          "source": "The Visarch",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "The Visarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "The Visarch",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "The Visarch",
          "name": "Way of the Blade",
          "status": "manual",
          "text": "While this model is leadings unit, models in that unit have the Fights First ability."
        },
        {
          "source": "The Visarch",
          "name": "Yvraine’s Champion",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        },
        {
          "source": "The Visarch",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes THE VISARCH , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH ."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003818",
      "bodyguard": "Sisters of Battle Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000001394",
      "leader": "Ministorum Priest",
      "faction": "AM",
      "slot": "support",
      "bodyguardId": "000002746",
      "bodyguard": "Tempestus Scions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001394",
          "source": "Ministorum Priest",
          "name": "War Hymns"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "War Hymns",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Piety",
          "status": "manual",
          "text": "Each time this model makes a melee attack, unless this model's unit is Battle-shocked, you can re-roll the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003826",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000292",
      "leader": "Njal Stormcaller",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Njal Stormcaller",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Wind Walker",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, this unit can change advance rolls to a 6."
        },
        {
          "source": "Njal Stormcaller",
          "name": "High Rune Priest (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Runic Abilities section."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Murderous Hurricane (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 12\". That enemy unit cannot make Snap shooting attacks."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Storm Caller (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has -3\" detection range until the end of the phase."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Tempest's Wrath (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 18\". That enemy unit is suppressed until the start of your next turn: While a unit is suppressed , that unit's attacks have -1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000000928",
      "leader": "Fabius Bile",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fabius Bile",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Fabius Bile",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fabius Bile",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Fabius Bile",
          "name": "Enhanced Warriors",
          "status": "manual",
          "text": "If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit."
        },
        {
          "source": "Fabius Bile",
          "name": "Surgeon Acolyte",
          "status": "manual",
          "text": "Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE , you can change the Damage characteristic of that attack to 0."
        },
        {
          "source": "Fabius Bile",
          "name": "Chirurgeon",
          "status": "manual",
          "text": "The first time this unit's FABIUS BILE model is destroyed, at the end of the phase, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002794",
      "leader": "High Marshal Helbrecht",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "High Marshal Helbrecht",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "High Marshal",
          "status": "manual",
          "text": "At the start of the Fight phase, select up to one enemy unit engaged with this unit and roll one D6: On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4-5, that enemy unit suffers 3 mortal wounds . On a 6+, that enemy unit suffers D3+3 mortal wounds ."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Crusade of Wrath",
          "status": "manual",
          "text": "This unit's melee attacks have: +1 A . +1 S ."
        }
      ]
    },
    {
      "leaderId": "000000297",
      "leader": "Ulrik The Slayer",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ulrik The Slayer",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Slayer's Oath",
          "status": "manual",
          "text": "At the start of the first battle round, you select up to one enemy CHARACTER / MONSTER / VEHICLE unit to be this unit's slayer's oath: This unit's attacks that target this unit's slayer's oath can ignore modifiers to your unit's: BS and WS . Hit rolls."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Oathbound",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls. Or: This unit's melee attacks that target this unit's slayer's oath have +1 to hit rolls and wound rolls."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000285",
      "leader": "Ragnar Blackmane",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000303",
      "bodyguard": "Blood Claws",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ragnar Blackmane",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ragnar Blackmane",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ragnar Blackmane",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Ragnar Blackmane",
          "name": "Battle-lust",
          "status": "manual",
          "text": "If this unit made a charge move this turn, this model's melee attacks have +2 A ."
        },
        {
          "source": "Ragnar Blackmane",
          "name": "War Howl",
          "status": "manual",
          "text": "While this model is attached to a Blood Claws unit, this unit's melee attacks have +1 S and [SUSTAINED HITS 1]. While this model is attached to a Wolf Guard Headtakers unit, when this unit is selected to make an advance move, that advance move does not prevent this unit from being eligible to declare a charge.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000002482",
      "leader": "Dogmata",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dogmata",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dogmata",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dogmata",
          "name": "Executioner of Heretics (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, worsen the Leadership characteristic of models in that unit by 1."
        },
        {
          "source": "Dogmata",
          "name": "Unflinching Determination",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004074",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000004070",
      "leader": "Sorcerer On Palanquin Of Nurgle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004044",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004070",
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Gift of Poxes (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Sorcerer On Palanquin Of Nurgle",
          "name": "Feculent Despair (Aura, Psychic)",
          "status": "manual",
          "text": "While an enemy unit is within 6\" of this model, each time that unit takes a Battle-shock test, subtract 1 from that test."
        }
      ]
    },
    {
      "leaderId": "000002709",
      "leader": "Kor’sarro Khan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kor’sarro Khan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "This unit's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1 Re-roll wound rolls of 1."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "For the Khan!",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT] This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000004173",
      "leader": "Inquisitor Ostromandeus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002685",
      "bodyguard": "Exaction Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this unit is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Ward Against the Malefic Arts",
          "status": "manual",
          "text": "While this unit is leading a unit, each time a Psychic Attack targets that unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-cast Proclamations (Aura)",
          "status": "manual",
          "text": "Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12\" of this unit's Inquisitor Ostromandeus model, increase the cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-skull",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one enemy unit (excluding MONSTERS and VEHICLES ) within 12\" of the bearer. That unit must take a Battle-shock test; if that test is failed, until the end of your next turn, that unit cannot have the Benefit of Cover. Designer's Note: Place a vox-skull token next to the unit, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000000376",
      "leader": "Brother-captain",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000382",
      "bodyguard": "Brotherhood Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000000376",
          "source": "Brother-captain",
          "name": "Hammerhand (Psychic)"
        }
      ],
      "coverage": [
        {
          "source": "Brother-captain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brother-captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brother-captain",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brother-captain",
          "name": "Hammerhand (Psychic)",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Brother-captain",
          "name": "Eye of Judgement (Psychic)",
          "status": "manual",
          "text": "Each time this model makes an attack, you can re-roll the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000377",
      "leader": "Brother-captain Stern",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000384",
      "bodyguard": "Paladin Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Brother-captain Stern",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Brother-captain Stern",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Brother-captain Stern",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Brother-captain Stern",
          "name": "Exemplar of the Silvered Host",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, on a Critical Wound, the target suffers 1 mortal wound in addition to any normal damage.",
          "leading": true
        },
        {
          "source": "Brother-captain Stern",
          "name": "Strands of Fate (Psychic)",
          "status": "manual",
          "text": "The first time this model is destroyed, roll one D6 at the end of the phase. On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of any enemy units, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000000373",
      "leader": "Kaldor Draigo",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000382",
      "bodyguard": "Brotherhood Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnpMortal",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000373",
          "source": "Kaldor Draigo",
          "name": "Untouchable Purity"
        }
      ],
      "coverage": [
        {
          "source": "Kaldor Draigo",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Kaldor Draigo",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kaldor Draigo",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Kaldor Draigo",
          "name": "Untouchable Purity",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds.",
          "leading": true
        },
        {
          "source": "Kaldor Draigo",
          "name": "One With the Warp (Psychic)",
          "status": "manual",
          "text": "Once per battle, when this model's unit declares a charge in the same turn it was set up on the battlefield using the Deep Strike or Teleport Assault ability, add 3 to the Charge roll."
        },
        {
          "source": "Kaldor Draigo",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000000375",
      "leader": "Grand Master",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000384",
      "bodyguard": "Paladin Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Grand Master",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Grand Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Grand Master",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Grand Master",
          "name": "Warrior Strategist",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Grand Master",
          "name": "Might of Titan (Psychic)",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks and Strength characteristics of melee weapons equipped by this model."
        }
      ]
    },
    {
      "leaderId": "000001037",
      "leader": "Death Guard Chaos Lord",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001044",
      "bodyguard": "Plague Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Death Guard Chaos Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Death Guard Chaos Lord",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Death Guard Chaos Lord",
          "name": "Chaos Lord",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1.",
          "leading": true
        },
        {
          "source": "Death Guard Chaos Lord",
          "name": "Desiccation Conduit (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000001038",
      "leader": "Death Guard Chaos Lord In Terminator Armour",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001372",
      "bodyguard": "Blightlord Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Chaos Lord",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1.",
          "leading": true
        },
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Desiccation Conduit (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000001038",
      "leader": "Death Guard Chaos Lord In Terminator Armour",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001371",
      "bodyguard": "Deathshroud Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Chaos Lord",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, re-roll a Hit roll of 1.",
          "leading": true
        },
        {
          "source": "Death Guard Chaos Lord In Terminator Armour",
          "name": "Desiccation Conduit (Aura)",
          "status": "manual",
          "text": "While an enemy unit is within Contagion Range of this model, at the end of the turn, roll one D6: on a 4+, that enemy unit suffers D3 mortal wounds."
        },
        {
          "source": "Deathshroud Terminators",
          "name": "Silent Bodyguard",
          "status": "manual",
          "text": "While a Character model is leading this unit, that CHARACTER model has the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001041",
      "leader": "Death Guard Sorcerer In Terminator Armour",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001372",
      "bodyguard": "Blightlord Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Putrescent Vitality (Psychic)",
          "status": "manual",
          "text": "At the start of the Fight phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, each time an attack is allocated to a model in this PSYKER 's unit, subtract 1 from the Damage characteristic of that attack."
        },
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Pestilent Familiar (Psychic)",
          "status": "manual",
          "text": "Once per battle, after selecting targets for a Psychic weapon equipped by this model, until the end of the phase, improve the Strength and Damage characteristics of that weapon by 2. Designer's Note: Place a Pestilent Familiar token next to this model, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000001041",
      "leader": "Death Guard Sorcerer In Terminator Armour",
      "faction": "DG",
      "slot": "leader",
      "bodyguardId": "000001371",
      "bodyguard": "Deathshroud Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Nurgle’s Gift (Aura)",
          "status": "manual",
          "text": "If your Army Faction is DEATH GUARD , while an enemy unit is within Contagion Range of one or more Death Guard models from your army, it is Afflicted (see below). CONTAGION RANGE Contagion Range changes over the course of the battle: Contagion Range cannot be greater than 12\" after modifiers. AFFLICTED During the Declare Battle Formations step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague. Skullsquirm Blight This horrifying affliction sees the minds and senses of the victim gnawed gradually away from within. Each time a model in this unit makes a ranged attack, enemy units have the benefit of cover against that attack. Each time a model in this unit makes a melee attack, subtract 1 from the Hit roll . Rattlejoint Ague Limbs shuddering with fever palsy, bones turned brittle as glass, these warriors can barely act to defend themselves. Worsen the Save characteristic of models in this unit by 1. Scabrous Soulrot Victims of this insidious ailment become glassy eyed and morose as their very animus and essence decay. Worsen the Move, Leadership, and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1)."
        },
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Putrescent Vitality (Psychic)",
          "status": "manual",
          "text": "At the start of the Fight phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, each time an attack is allocated to a model in this PSYKER 's unit, subtract 1 from the Damage characteristic of that attack."
        },
        {
          "source": "Death Guard Sorcerer In Terminator Armour",
          "name": "Pestilent Familiar (Psychic)",
          "status": "manual",
          "text": "Once per battle, after selecting targets for a Psychic weapon equipped by this model, until the end of the phase, improve the Strength and Damage characteristics of that weapon by 2. Designer's Note: Place a Pestilent Familiar token next to this model, removing it once this ability has been used."
        },
        {
          "source": "Deathshroud Terminators",
          "name": "Silent Bodyguard",
          "status": "manual",
          "text": "While a Character model is leading this unit, that CHARACTER model has the Feel No Pain 4+ ability.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000876",
      "leader": "Inquisitor Coteaz",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002685",
      "bodyguard": "Exaction Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Coteaz",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Malefic Wardings (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a 6+ invulnerable save, and a 4+ invulnerable save against Psychic Attacks and attacks made by DAEMON models.",
          "leading": true
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Spy Network",
          "status": "manual",
          "text": "Each time your opponent gains a CP as the result of an ability, roll one D6: on a 2+, you also gain 1CP."
        },
        {
          "source": "Inquisitor Coteaz",
          "name": "Glovodan Psyber-eagle",
          "status": "manual",
          "text": "In your Command phase, you can select one enemy unit within 18\" of the bearer. Until the start of your next Command phase, that unit cannot have the Benefit of Cover. Designer's Note: Place a Glovodan Psyber-eagle token next to the selected unit to remind you."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003822",
      "bodyguard": "Deathwatch Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000002296",
      "leader": "Lazarus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lazarus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lazarus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lazarus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Lazarus",
          "name": "Intractable Will",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield."
        },
        {
          "source": "Lazarus",
          "name": "The Spiritshield Helm",
          "status": "manual",
          "text": "This unit has Feel No Pain 3+ against psychic attacks and mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000012",
      "leader": "Mek",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000038",
      "bodyguard": "Mek Gunz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mek",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mek",
          "name": "Kustom Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have [Ignores Cover]."
        },
        {
          "source": "Mek",
          "name": "Clever Know-wotz",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Orks Vehicle model (excluding AIRCRAFT / TITANIC models) within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks have +1 to hit rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000848",
      "bodyguard": "Skitarii Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000004227",
      "leader": "Bannernob",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000021",
      "bodyguard": "Nobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bannernob",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bannernob",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Bannernob",
          "name": "Waaagh! Banner",
          "status": "manual",
          "text": "This unit has +1 to charge rolls."
        }
      ]
    },
    {
      "leaderId": "000001355",
      "leader": "Exalted Champion",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one other CHARACTER model has already been attached to it (a unit cannot have two EXALTED CHAMPIONS 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.",
      "effects": [
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000001355",
          "source": "Exalted Champion",
          "name": "Dark Champion"
        }
      ],
      "coverage": [
        {
          "source": "Exalted Champion",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Exalted Champion",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Exalted Champion",
          "name": "Dark Champion",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Exalted Champion",
          "name": "Aspire to Glory",
          "status": "manual",
          "text": "Each time this model's unit makes a Dark Pact, until the end of the phase, add D3 to the Strength characteristic of weapons equipped by this model."
        }
      ]
    },
    {
      "leaderId": "000000944",
      "leader": "Warpsmith",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warpsmith",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warpsmith",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Warpsmith",
          "name": "Warpsmith",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Heretic Astartes Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Warpsmith",
          "name": "Master of Mechanisms",
          "status": "manual",
          "text": "In your Command phase, select one friendly Heretic Astartes Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Warpsmith",
          "name": "Enrage Machine Spirits",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy VEHICLE unit within 12\" of this model. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000002100",
      "leader": "Adrax Agatone",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Adrax Agatone",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Adrax Agatone",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Adrax Agatone",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Adrax Agatone",
          "name": "Lord of the Pyroclasts",
          "status": "manual",
          "text": "While an enemy unit is engaged with this unit, that enemy unit has -1 OC ."
        },
        {
          "source": "Adrax Agatone",
          "name": "Unto the Anvil",
          "status": "manual",
          "text": "This unit's melee attacks can: Re-roll wound rolls of 1. Or: If the assault doctrine is active for this unit, re-roll wound rolls ."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000000140",
      "leader": "Techmarine",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Techmarine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Techmarine",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Techmarine",
          "name": "Techmarine",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly ADEPTUS ASTARTES VEHICLE unit, this model has Lone Operative."
        },
        {
          "source": "Techmarine",
          "name": "Blessings of the Omnissiah",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Adeptus Astartes Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase."
        }
      ]
    },
    {
      "leaderId": "000000292",
      "leader": "Njal Stormcaller",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000303",
      "bodyguard": "Blood Claws",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Njal Stormcaller",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Wind Walker",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, this unit can change advance rolls to a 6."
        },
        {
          "source": "Njal Stormcaller",
          "name": "High Rune Priest (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Runic Abilities section."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Murderous Hurricane (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 12\". That enemy unit cannot make Snap shooting attacks."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Storm Caller (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has -3\" detection range until the end of the phase."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Tempest's Wrath (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 18\". That enemy unit is suppressed until the start of your next turn: While a unit is suppressed , that unit's attacks have -1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000000929",
      "leader": "Chaos Lord",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord",
          "name": "Chance for Glory",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1."
        }
      ]
    },
    {
      "leaderId": "000000306",
      "leader": "Iron Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Priest",
          "name": "Gift of the Iron Wolf",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, select up to one friendly Space Wolves Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase. You cannot select the same VEHICLE model for this ability more than once per phase."
        },
        {
          "source": "Iron Priest",
          "name": "Iron Priest",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Space Wolves Vehicle unit, this model has Lone Operative."
        },
        {
          "source": "Iron Priest",
          "name": "Judgement of the Omnissiah",
          "status": "manual",
          "text": "This model's attacks that target an enemy unit engaged with a friendly Space Wolves Vehicle can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000004202",
      "leader": "Tyranid Prime with Lash Whip",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000469",
      "bodyguard": "Hormagaunts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Alpha Warrior",
          "status": "manual",
          "text": "Weapons equipped by models in this model's unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Aggressive Leader-beast",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6”."
        }
      ]
    },
    {
      "leaderId": "000000015",
      "leader": "Mad Dok Grotsnik",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000019",
      "bodyguard": "Burna Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mad Dok Grotsnik",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "One Scalpel Short of a Medpack",
          "status": "manual",
          "text": "When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to declare a charge."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Mad Dok",
          "status": "manual",
          "text": "In your Command phase, select one friendly Orks Infantry unit within 6\" of this model, and select one of the following: That unit heals 3 wounds. Or: If all models in that unit have their starting number of wounds, revive one CHARACTER model in that unit."
        }
      ]
    },
    {
      "leaderId": "000003812",
      "leader": "Ministorum Priest",
      "faction": "AoI",
      "slot": "support",
      "bodyguardId": "000002685",
      "bodyguard": "Exaction Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003812",
          "source": "Ministorum Priest",
          "name": "Holy Hatred"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Hatred",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        }
      ]
    },
    {
      "leaderId": "000003815",
      "leader": "Watch Master",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003826",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000002793",
      "leader": "Castellan",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Castellan",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Castellan",
          "name": "Vehement Aggression",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, make a leadership roll for this unit: This unit's melee attacks can re-roll hit rolls of 1. Or: If that roll succeeds: This unit's melee attacks: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000079",
      "leader": "Librarian In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000318",
      "bodyguard": "Wolf Guard Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Might of Heroes (psychic level 1)",
          "status": "manual",
          "text": "In the Fight phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's melee attacks have +2 S ."
        },
        {
          "source": "Librarian In Terminator Armour",
          "name": "Thunderous Force (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit's ranged attacks have +6\" R ."
        }
      ]
    },
    {
      "leaderId": "000000225",
      "leader": "Asmodai",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Asmodai",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Asmodai",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Asmodai",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Asmodai",
          "name": "Exemplar of Hate",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Asmodai",
          "name": "Feared Interrogator",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy CHARACTER unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000004248",
      "leader": "Kaius Konorius",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kaius Konorius",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kaius Konorius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kaius Konorius",
          "name": "Veteran Bodyguard",
          "status": "manual",
          "text": "While this model is attached to a unit, other CHARACTER models in this unit have Feel No Pain 4+.",
          "leading": true
        },
        {
          "source": "Kaius Konorius",
          "name": "Calgar’s Champion",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000848",
      "bodyguard": "Skitarii Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000000115",
      "leader": "Chaplain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Zealous Fortitude",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000841",
      "bodyguard": "Kataphron Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000002701",
      "leader": "Captain In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000128",
      "bodyguard": "Infiltrator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Tactical Fluidity (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6\". Or: At the end of your opponent's Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000001581",
      "leader": "Master Of Possession",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Possession",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Possession",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Possession",
          "name": "Daemonkin (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Master Of Possession",
          "name": "Sacrificial Dagger",
          "status": "manual",
          "text": "Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model's unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000002795",
      "leader": "Emperor’s Champion",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Emperor’s Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Lone Operative",
          "status": "core-delegated",
          "text": "LONE OPERATIVE 24.24 Assassins and other covert agents are difficult to pinpoint in the storm of battle. Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12\" of this unit. If this ability takes the form Lone Operative X\" , unless part of an attached unit, this unit is not visible to enemy models unless they are within X\" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X\" of this unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Armour of Faith",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Chosen of the Emperor",
          "status": "manual",
          "text": "You cannot include more than one EMPEROR'S CHAMPION unit in your army."
        },
        {
          "source": "Emperor’s Champion",
          "name": "Sigismund's Heir",
          "status": "manual",
          "text": "This unit has +1 to charge rolls."
        }
      ]
    },
    {
      "leaderId": "000004045",
      "leader": "Cultist Firebrand",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004052",
      "bodyguard": "Accursed Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000000158",
      "leader": "Sanguinary Priest",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sanguinary Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Blood Chalice",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Narthecium (Once per turn, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000002064",
      "leader": "Junith Eruita",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002481",
      "bodyguard": "Celestian Sacresants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Junith Eruita",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Junith Eruita",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Junith Eruita",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Junith Eruita",
          "name": "The Pulpit of Saint Holline’s Basilica",
          "status": "manual",
          "text": "This unit has Stealth Melee attacks that target this unit have -1 to hit rolls"
        },
        {
          "source": "Junith Eruita",
          "name": "Fiery Conviction",
          "status": "manual",
          "text": "If this model is on the battlefield at the start of your Command phase, you can choose one of the following: Discard 1 Miracle dice and gain 1CP. Take a Leadership test for this model, if that test is passed, gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000001526",
      "bodyguard": "Secutarii Peltasts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000000374",
      "leader": "Grand Master Voldus",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000382",
      "bodyguard": "Brotherhood Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Grand Master Voldus",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Grand Master Voldus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Grand Master Voldus",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Grand Master Voldus",
          "name": "Sanctuary (Psychic)",
          "status": "manual",
          "text": "This unit has Stealth. Melee attacks that target this unit have ‐1 to hit rolls."
        },
        {
          "source": "Grand Master Voldus",
          "name": "Hammer Aflame (Psychic)",
          "status": "manual",
          "text": "Each time this model's unit is selected to fight, you can select one enemy unit within Engagement Range of this model's unit and roll one D6: on a 2-3, that enemy unit suffers 1 mortal wound; on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000004155",
      "leader": "Lady Malys",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000648",
      "bodyguard": "Incubi",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lady Malys",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Lady Malys",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lady Malys",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Lady Malys",
          "name": "Archon of the Poisoned Tongue (Pain)",
          "status": "manual",
          "text": "In your Shooting phase or the Fight phase, when you select this model's unit to shoot or fight, you can spend 1 Pain token to Empower that unit. If you do, select one of the following abilities: [SUSTAINED HITS 1]; [LETHAL HITS]. Until the end of the phase, while that unit is Empowered, weapons equipped by models in that unit have that selected ability."
        },
        {
          "source": "Lady Malys",
          "name": "Precognisant",
          "status": "manual",
          "text": "If your army includes this model, after both players have deployed their armies, select up to three Drukhari units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lady Malys",
          "name": "Mind Like a Steel Trap (Aura)",
          "status": "manual",
          "text": "Once per turn, when your opponent targets a unit from their army within 12\" of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP."
        }
      ]
    },
    {
      "leaderId": "000000634",
      "leader": "Archon",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000644",
      "bodyguard": "Kabalite Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Archon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Archon",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Archon",
          "name": "Hatred Eternal (Pain)",
          "status": "manual",
          "text": "In your Shooting phase or the Fight phase, when you select this model's unit to shoot or fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the Hit roll."
        },
        {
          "source": "Archon",
          "name": "Overlord",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Drukhari unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Archon",
          "name": "Devious Mastermind",
          "status": "manual",
          "text": "Once per battle round, one model from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Archon",
          "name": "Shadowfield",
          "status": "manual",
          "text": "While this model has an InSv, this unit cannot re-roll save rolls. When this model loses a wound (excluding from mortal wounds), this model has no InSv until the end of the battle."
        },
        {
          "source": "Archon",
          "name": "Soul Trap",
          "status": "manual",
          "text": "Add 1 to the Attacks and Strength characteristics of the bearer's melee weapons. The first time the bearer makes a melee attack that destroys an enemy model, after all the bearer's attacks have been resolved, until the end of the battle, add an additional 1 to the Attacks and Strength characteristics of the bearer's melee weapons."
        }
      ]
    },
    {
      "leaderId": "000004155",
      "leader": "Lady Malys",
      "faction": "DRU",
      "slot": "leader",
      "bodyguardId": "000000644",
      "bodyguard": "Kabalite Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lady Malys",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Lady Malys",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lady Malys",
          "name": "Power from Pain",
          "status": "manual",
          "text": "Pain Abilities All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is DRUKHARI , you can Empower units from your army with Pain abilities by spending Pain tokens (see below). Designer's Note: You can also spend Pain tokens to activate additional effects in certain other rules such as Enhancements and Stratagems. Gaining Pain Tokens If your Army Faction is DRUKHARI , you gain Pain tokens as follows: 1 Pain token at the start of your Command phase. 1 Pain token each time an enemy unit is destroyed. 1 Pain token each time an enemy unit fails a Battle-shock test. Each time you gain a Pain token, keep it to one side - this is your Pain token pool. Each time you spend a Pain token, reduce your Pain token pool by the same amount. Empowered Through Pain Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect - you do not need to spend additional Pain tokens to activate each of those Pain abilities. Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well)."
        },
        {
          "source": "Lady Malys",
          "name": "Archon of the Poisoned Tongue (Pain)",
          "status": "manual",
          "text": "In your Shooting phase or the Fight phase, when you select this model's unit to shoot or fight, you can spend 1 Pain token to Empower that unit. If you do, select one of the following abilities: [SUSTAINED HITS 1]; [LETHAL HITS]. Until the end of the phase, while that unit is Empowered, weapons equipped by models in that unit have that selected ability."
        },
        {
          "source": "Lady Malys",
          "name": "Precognisant",
          "status": "manual",
          "text": "If your army includes this model, after both players have deployed their armies, select up to three Drukhari units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lady Malys",
          "name": "Mind Like a Steel Trap (Aura)",
          "status": "manual",
          "text": "Once per turn, when your opponent targets a unit from their army within 12\" of this model with a stratagem, you can use this ability. If you do increase the CP cost of that use of that stratagem by 1CP."
        }
      ]
    },
    {
      "leaderId": "000004166",
      "leader": "Caanok Var",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Caanok Var",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Caanok Var",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Caanok Var",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Caanok Var",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Caanok Var",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Caanok Var",
          "name": "Cold and Calculating",
          "status": "manual",
          "text": "In your Shooting phase or the Fight phase, when this unit is selected to attack, you can select one of the following for this unit's attacks to have: [Lethal Hits: Monster/Vehicle]. Or: [Sustained Hits 1: non-Monster/Vehicle]. Or: If the tactical doctrine is active for this unit, [Lethal Hits: Monster/Vehicle] and [Sustained Hits 1: non-Monster/Vehicle]."
        },
        {
          "source": "Caanok Var",
          "name": "Cerebrex Logic Engine",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Adeptus Astartes Infantry unit. That unit has Scouts 6\"."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000001526",
      "bodyguard": "Secutarii Peltasts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000001553",
      "leader": "Ministorum Priest",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001553",
          "source": "Ministorum Priest",
          "name": "Righteous Smiting"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Ministorum Priest",
          "name": "Righteous Smiting",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Mission",
          "status": "manual",
          "text": "If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6\" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability."
        }
      ]
    },
    {
      "leaderId": "000002296",
      "leader": "Lazarus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lazarus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lazarus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lazarus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Lazarus",
          "name": "Intractable Will",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield."
        },
        {
          "source": "Lazarus",
          "name": "The Spiritshield Helm",
          "status": "manual",
          "text": "This unit has Feel No Pain 3+ against psychic attacks and mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002063",
      "leader": "Triumph Of Saint Katherine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Relics of the Matriarchs",
          "status": "manual",
          "text": "At the start of the battle round, select up to two of the abilities in the Relics of the Matriarchs section (see left). Until the start of the next battle round, this model has those abilities."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Solemn Procession",
          "status": "manual",
          "text": "Each time you gain 1 Miracle dice at the start of your turn, if this model is on the battlefield, do not roll one D6 to determine the value of that Miracle dice; it has a value of 6."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "The Fiery Heart (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, add 2\" to that unit's Move characteristic and add 1 to Advance and Charge rolls made for that unit."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Censer of the Sacred Rose (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Simulacrum of the Ebon Chalice (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, that unit can perform up to two Acts of Faith per phase, instead of only one."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Simulacrum of the Argent Shroud (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, each time a model in that unit makes a ranged attack, re-roll a Wound roll of 1."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Icon of the Valorous Heart (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, models in that unit have the Feel No Pain 6+ ability."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Petals of the Bloody Rose (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1."
        }
      ]
    },
    {
      "leaderId": "000001537",
      "leader": "Deffkilla Wartrike",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000033",
      "bodyguard": "Warbikers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Deffkilla Wartrike",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Deffkilla Wartrike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Deffkilla Wartrike",
          "name": "Da Boss",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Deffkilla Wartrike",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Deffkilla Wartrike",
          "name": "Get Back in da Race! (Once per battle round, per army)",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, you can select one friendly Speed Freeks unit within 6\" of this unit. That unit (and any units embarked within that unit): Is no longer battle-shocked. Is riled up until the start of your next turn."
        },
        {
          "source": "Deffkilla Wartrike",
          "name": "Fuel-mixa Grot",
          "status": "manual",
          "text": "This unit has +1 to advance rolls."
        }
      ]
    },
    {
      "leaderId": "000002064",
      "leader": "Junith Eruita",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Junith Eruita",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Junith Eruita",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Junith Eruita",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Junith Eruita",
          "name": "The Pulpit of Saint Holline’s Basilica",
          "status": "manual",
          "text": "This unit has Stealth Melee attacks that target this unit have -1 to hit rolls"
        },
        {
          "source": "Junith Eruita",
          "name": "Fiery Conviction",
          "status": "manual",
          "text": "If this model is on the battlefield at the start of your Command phase, you can choose one of the following: Discard 1 Miracle dice and gain 1CP. Take a Leadership test for this model, if that test is passed, gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000004175",
      "bodyguard": "Decimus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002685",
      "bodyguard": "Exaction Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000000292",
      "leader": "Njal Stormcaller",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Njal Stormcaller",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Wind Walker",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT]. When this unit is selected to make an advance move, this unit can change advance rolls to a 6."
        },
        {
          "source": "Njal Stormcaller",
          "name": "High Rune Priest (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Runic Abilities section."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Murderous Hurricane (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 12\". That enemy unit cannot make Snap shooting attacks."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Storm Caller (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has -3\" detection range until the end of the phase."
        },
        {
          "source": "Njal Stormcaller",
          "name": "Tempest's Wrath (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 18\". That enemy unit is suppressed until the start of your next turn: While a unit is suppressed , that unit's attacks have -1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000000408",
      "leader": "Aun’shi",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000002588",
      "bodyguard": "Kroot Farstalkers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aun’shi",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aun’shi",
          "name": "Inspirational Defiance",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Aun’shi",
          "name": "Martial Warrior",
          "status": "manual",
          "text": "Each time this model is selected to fight, select one of the following abilities to be active while resolving those attacks: Direct Grace: Fidelity has the [PRECISION] ability. Forceful Strike: Fidelity has the [DEVASTATING WOUNDS] ability. Whirling Stance: Fidelity has the [SUSTAINED HITS 2] ability instead of [SUSTAINED HITS 1]."
        }
      ]
    },
    {
      "leaderId": "000002296",
      "leader": "Lazarus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lazarus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lazarus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lazarus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Lazarus",
          "name": "Intractable Will",
          "status": "manual",
          "text": "In the Fight phase, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield."
        },
        {
          "source": "Lazarus",
          "name": "The Spiritshield Helm",
          "status": "manual",
          "text": "This unit has Feel No Pain 3+ against psychic attacks and mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000000306",
      "leader": "Iron Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000305",
      "bodyguard": "Grey Hunters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Iron Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Iron Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Iron Priest",
          "name": "Gift of the Iron Wolf",
          "status": "manual",
          "text": "In your Movement phase, at the start or end of this unit's move, select up to one friendly Space Wolves Vehicle model within 3\" of this model: That VEHICLE model heals D3 wounds. That VEHICLE model's attacks can ignore modifiers to hit rolls and wound rolls until the start of your next Movement phase. You cannot select the same VEHICLE model for this ability more than once per phase."
        },
        {
          "source": "Iron Priest",
          "name": "Iron Priest",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Space Wolves Vehicle unit, this model has Lone Operative."
        },
        {
          "source": "Iron Priest",
          "name": "Judgement of the Omnissiah",
          "status": "manual",
          "text": "This model's attacks that target an enemy unit engaged with a friendly Space Wolves Vehicle can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000004228",
      "leader": "Bigboss",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000021",
      "bodyguard": "Nobz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Bigboss",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Bigboss",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Bigboss",
          "name": "Sumfin’ to Prove",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        }
      ]
    },
    {
      "leaderId": "000002569",
      "leader": "Dark Commune",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000946",
      "bodyguard": "Cultist Mob",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000004173",
      "leader": "Inquisitor Ostromandeus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this unit is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Ward Against the Malefic Arts",
          "status": "manual",
          "text": "While this unit is leading a unit, each time a Psychic Attack targets that unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-cast Proclamations (Aura)",
          "status": "manual",
          "text": "Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12\" of this unit's Inquisitor Ostromandeus model, increase the cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-skull",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one enemy unit (excluding MONSTERS and VEHICLES ) within 12\" of the bearer. That unit must take a Battle-shock test; if that test is failed, until the end of your next turn, that unit cannot have the Benefit of Cover. Designer's Note: Place a vox-skull token next to the unit, removing it once this ability has been used."
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "manual",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002519",
      "leader": "Valerian",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004251",
      "bodyguard": "Custodian Guard Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Valerian",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Valerian",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Valerian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Valerian",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Valerian",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Valerian",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Valerian",
          "name": "Golden Laurels",
          "status": "manual",
          "text": "Attacks that target this unit have -1 AP ."
        },
        {
          "source": "Valerian",
          "name": "Hero of Lion's Gate (Once per battle, per unit)",
          "status": "manual",
          "text": "After making a hit roll, wound roll or save roll for this model, you can change the result to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000001478",
      "leader": "Commander In Enforcer Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003701",
      "bodyguard": "Crisis Starscythe Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Enforcer Commander",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000000402",
      "leader": "Commander In Coldstar Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003699",
      "bodyguard": "Crisis Sunforge Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Coldstar Commander",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a Move characteristic of 12\" and ranged weapons equipped by models in that unit have the [ASSAULT] ability.",
          "leading": true
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000841",
      "bodyguard": "Kataphron Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000402",
      "leader": "Commander In Coldstar Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003700",
      "bodyguard": "Crisis Fireknife Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Coldstar Commander",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have a Move characteristic of 12\" and ranged weapons equipped by models in that unit have the [ASSAULT] ability.",
          "leading": true
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Coldstar Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000000083",
      "leader": "Captain With Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003874",
      "bodyguard": "Talonstrike Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain With Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Angel’s Wrath",
          "status": "manual",
          "text": "This unit has +1 to advance rolls and charge rolls."
        },
        {
          "source": "Captain With Jump Pack",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002473",
      "leader": "Tor Garadon",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004249",
      "bodyguard": "Eradicator Squad with Melta Rifles",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tor Garadon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tor Garadon",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Tor Garadon",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Tor Garadon",
          "name": "Siege Captain",
          "status": "manual",
          "text": "This model's attacks that target a FORTIFICATION / MONSTER / VEHICLE unit have +2 S , AP and D ."
        },
        {
          "source": "Tor Garadon",
          "name": "Signum Array",
          "status": "manual",
          "text": "In your Shooting phase, you can select one visible enemy unit within 18\" of this unit. That enemy unit cannot have the benefit of cover."
        }
      ]
    },
    {
      "leaderId": "000004178",
      "leader": "Geomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000535",
      "bodyguard": "Immortals",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Geomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Geomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Geomancer",
          "name": "Tectonic Reverberations",
          "status": "manual",
          "text": "In your Movement phase, you can select one enemy unit within 18\" of and visible to this model. Until the start of your next Movement phase that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit's Move characteristic and subtract 2 from Charge rolls made for it."
        },
        {
          "source": "Geomancer",
          "name": "Obelisk Node Control",
          "status": "manual",
          "text": "While this model is within range of an objective marker you control, enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        },
        {
          "source": "Geomancer",
          "name": "VANGUARD PROTOCOLS",
          "status": "manual",
          "text": "If this model is attached to a Canoptek Macrocytes unit during the Declare Battle Formations step, this model has the Scouts 8\" ability."
        }
      ]
    },
    {
      "leaderId": "000004178",
      "leader": "Geomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000000534",
      "bodyguard": "Necron Warriors",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Geomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Geomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Geomancer",
          "name": "Tectonic Reverberations",
          "status": "manual",
          "text": "In your Movement phase, you can select one enemy unit within 18\" of and visible to this model. Until the start of your next Movement phase that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit's Move characteristic and subtract 2 from Charge rolls made for it."
        },
        {
          "source": "Geomancer",
          "name": "Obelisk Node Control",
          "status": "manual",
          "text": "While this model is within range of an objective marker you control, enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        },
        {
          "source": "Geomancer",
          "name": "VANGUARD PROTOCOLS",
          "status": "manual",
          "text": "If this model is attached to a Canoptek Macrocytes unit during the Declare Battle Formations step, this model has the Scouts 8\" ability."
        }
      ]
    },
    {
      "leaderId": "000004178",
      "leader": "Geomancer",
      "faction": "NEC",
      "slot": "support",
      "bodyguardId": "000004176",
      "bodyguard": "Canoptek Macrocytes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Geomancer",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Geomancer",
          "name": "Reanimation Protocols",
          "status": "manual",
          "text": "If your Army Faction is NECRONS , at the end of your Command phase, each friendly unit with this ability that is on the battlefield activates its Reanimation Protocols : When a unit's Reanimation Protocols activate, that unit heals D3 wounds. Example: A unit of Lokhust Destroyers (which have a Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a Starting Strength of 3, but currently contains 2 models, and one of those models has lost 1 wound. A 3 is rolled to see how many wounds are reanimated. The first of these reanimated wounds restores the wounded Lokhust Destroyer back to 3 wounds. The second of these reanimated wounds returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third of these reanimated wounds restores one of the remaining lost wounds to the same Lokhust Destroyer that was just returned. The unit now contains 3 models, two of which have 3 wounds remaining and one of which has 2 wounds remaining."
        },
        {
          "source": "Geomancer",
          "name": "Tectonic Reverberations",
          "status": "manual",
          "text": "In your Movement phase, you can select one enemy unit within 18\" of and visible to this model. Until the start of your next Movement phase that enemy unit is pinned. While a unit is pinned, subtract 2 from that unit's Move characteristic and subtract 2 from Charge rolls made for it."
        },
        {
          "source": "Geomancer",
          "name": "Obelisk Node Control",
          "status": "manual",
          "text": "While this model is within range of an objective marker you control, enemy units that are set up on the battlefield from Reserves cannot be set up within 12\" of this model."
        },
        {
          "source": "Geomancer",
          "name": "VANGUARD PROTOCOLS",
          "status": "manual",
          "text": "If this model is attached to a Canoptek Macrocytes unit during the Declare Battle Formations step, this model has the Scouts 8\" ability."
        }
      ]
    },
    {
      "leaderId": "000000716",
      "leader": "Commissar",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar",
          "name": "Summary Execution",
          "status": "manual",
          "text": "Once per battle round, at the start of any phase, you can select one friendly Astra Militarum Infantry unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is then no longer Battle-shocked."
        },
        {
          "source": "Commissar",
          "name": "Political Overwatch",
          "status": "manual",
          "text": "While another Officer model is in the same unit as this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Commissar",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to a Regiment unit. This OFFICER can only issue the Duty and Honour! and Fix Bayonets! Orders."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "manual",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004192",
      "leader": "Red Corsairs Reave-Captain",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Brutal Raider",
          "status": "manual",
          "text": "Each time this model's unit ends a Charge move, until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristics of those weapons by 1."
        },
        {
          "source": "Red Corsairs Reave-Captain",
          "name": "Raider’s Due",
          "status": "manual",
          "text": "When this unit declares a charge, If an enemy unit within range of an objective is within 12\" of this unit, you can use this ability. If you do: This unit can re-roll that charge roll. This unit must end that charge move engaged with one or more of those enemy units."
        }
      ]
    },
    {
      "leaderId": "000000902",
      "leader": "Dialogus",
      "faction": "AS",
      "slot": "support",
      "bodyguardId": "000004075",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita or AESTRED THURGA model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Dialogus",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dialogus",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Dialogus",
          "name": "Laud Hailer",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly ADEPTA SORORITAS unit that is Battle-shocked and within 12\" of this model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dialogus",
          "name": "Stirring Rhetoric",
          "status": "manual",
          "text": "While this model is leading a unit, each time this model's unit performs an Act of Faith, the value of one of the Miracle dice used in that Act of Faith is first changed to a 6.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000001525",
      "bodyguard": "Secutarii Hoplites",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002796",
      "leader": "Marshal",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marshal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marshal",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marshal",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marshal",
          "name": "Inspirational Exemplar",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        },
        {
          "source": "Marshal",
          "name": "Pious Fervour",
          "status": "manual",
          "text": "When this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have +1 A for each enemy unit within 6\" of this model (to a maximum of +3 A )."
        }
      ]
    },
    {
      "leaderId": "000002796",
      "leader": "Marshal",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marshal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marshal",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marshal",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marshal",
          "name": "Inspirational Exemplar",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        },
        {
          "source": "Marshal",
          "name": "Pious Fervour",
          "status": "manual",
          "text": "When this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have +1 A for each enemy unit within 6\" of this model (to a maximum of +3 A )."
        }
      ]
    },
    {
      "leaderId": "000000119",
      "leader": "Librarian In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004182",
      "bodyguard": "Wolf Scouts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Shrouding (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        },
        {
          "source": "Librarian In Phobos Armour",
          "name": "Soul Sight (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit. Ranged attacks that target that enemy unit have [IGNORES COVER]."
        }
      ]
    },
    {
      "leaderId": "000004173",
      "leader": "Inquisitor Ostromandeus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003818",
      "bodyguard": "Sisters of Battle Squad",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this unit is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Ward Against the Malefic Arts",
          "status": "manual",
          "text": "While this unit is leading a unit, each time a Psychic Attack targets that unit, subtract 1 from the Hit roll and subtract 1 from the Wound roll."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-cast Proclamations (Aura)",
          "status": "manual",
          "text": "Each time your opponent targets a unit from their army with a Stratagem, if that unit is within 12\" of this unit's Inquisitor Ostromandeus model, increase the cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Inquisitor Ostromandeus",
          "name": "Vox-skull",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one enemy unit (excluding MONSTERS and VEHICLES ) within 12\" of the bearer. That unit must take a Battle-shock test; if that test is failed, until the end of your next turn, that unit cannot have the Benefit of Cover. Designer's Note: Place a vox-skull token next to the unit, removing it once this ability has been used."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000004244",
      "leader": "Ciaphas Cain",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ciaphas Cain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Hero of the Imperium (Aura)",
          "status": "manual",
          "text": "While a friendly ASTRA MILITARUM unit is within 6\" of this model, that unit can re-roll battle-shock rolls."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Trapped by Excuses",
          "status": "manual",
          "text": "In the Deploy Armies step, you must set this unit up on the battlefield or embarked within a TRANSPORT unit that is set up on the battlefield. Abilities that allow you to redeploy a unit or place a unit in strategic reserves cannot affect this unit or a TRANSPORT unit this unit is embarked within."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Psychic Blank",
          "status": "manual",
          "text": "This model has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ciaphas Cain",
          "name": "Unparalleled Luck (Once per battle, per army)",
          "status": "manual",
          "text": "At the start of a phase, you can use this ability. If you do, this model has 2+ InSv."
        },
        {
          "source": "Ciaphas Cain",
          "name": "EMBARKING",
          "status": "manual",
          "text": "While embarked within a TRANSPORT, this model takes up the space of 2 models."
        },
        {
          "source": "Ciaphas Cain",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to REGIMENT units. This OFFICER can only issue the Duty and Honour! , Move! Move! Move! and Take Cover! Orders."
        }
      ]
    },
    {
      "leaderId": "000001611",
      "leader": "Chief Librarian Tigurius",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chief Librarian Tigurius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Hood of Hellfire (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Prescience (psychic level 2)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has +1 Sv until the start of your next turn."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Telepathic Assault (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 24\" of this unit. That enemy unit suffers 2D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002064",
      "leader": "Junith Eruita",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000908",
      "bodyguard": "Retributor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Junith Eruita",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Junith Eruita",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Junith Eruita",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Junith Eruita",
          "name": "The Pulpit of Saint Holline’s Basilica",
          "status": "manual",
          "text": "This unit has Stealth Melee attacks that target this unit have -1 to hit rolls"
        },
        {
          "source": "Junith Eruita",
          "name": "Fiery Conviction",
          "status": "manual",
          "text": "If this model is on the battlefield at the start of your Command phase, you can choose one of the following: Discard 1 Miracle dice and gain 1CP. Take a Leadership test for this model, if that test is passed, gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000282",
      "leader": "Logan Grimnar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001183",
      "bodyguard": "Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Logan Grimnar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Logan Grimnar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Logan Grimnar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Logan Grimnar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Logan Grimnar",
          "name": "High King of Fenris (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Movement phase, select up to one friendly Space Wolves unit in strategic reserves. If you do, when that unit makes an ingress move, treat the current battle round number as being one higher than it actually is."
        },
        {
          "source": "Logan Grimnar",
          "name": "Guile of the Wolf",
          "status": "manual",
          "text": "At the start of each phase, the assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        }
      ]
    },
    {
      "leaderId": "000002088",
      "leader": "Aleya",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004258",
      "bodyguard": "Vigilator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aleya",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Aleya",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aleya",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Aleya",
          "name": "Daughters of the Abyss",
          "status": "manual",
          "text": "Friendly Anathema Psykana units with this ability have Feel No Pain 3+ against psychic attacks . Friendly ANATHEMA PSYKANA units with this ability have the following ability: Psychic Null (Aura): Friendly Adeptus Custodes units within 6\" of this unit have Feel No Pain 5+ against psychic attacks ."
        },
        {
          "source": "Aleya",
          "name": "Tactical Perception",
          "status": "manual",
          "text": "This unit has Fights First."
        },
        {
          "source": "Aleya",
          "name": "Tenacious Spirit",
          "status": "manual",
          "text": "While this unit is below starting strength, this unit's attacks have +1 to hit rolls. While this unit is below half-strength, this unit's attacks have +1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000002530",
      "leader": "Lieutenant In Phobos Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001668",
      "bodyguard": "Eliminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant In Phobos Armour",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        }
      ]
    },
    {
      "leaderId": "000002793",
      "leader": "Castellan",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Castellan",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Castellan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Castellan",
          "name": "Vehement Aggression",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, make a leadership roll for this unit: This unit's melee attacks can re-roll hit rolls of 1. Or: If that roll succeeds: This unit's melee attacks: Can re-roll hit rolls of 1. Can re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000218",
      "leader": "Azrael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Azrael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Azrael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Azrael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Azrael",
          "name": "Masterful Tactician",
          "status": "manual",
          "text": "In your Movement phase, select up to one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Azrael",
          "name": "Supreme Grand Master",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Azrael",
          "name": "Watcher in the Dark (Once per battle, per unit)",
          "status": "manual",
          "text": "In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Azrael",
          "name": "The Lion Helm",
          "status": "manual",
          "text": "This unit has 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000002709",
      "leader": "Kor’sarro Khan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kor’sarro Khan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "This unit's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1 Re-roll wound rolls of 1."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "For the Khan!",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT] This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000001478",
      "leader": "Commander In Enforcer Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003700",
      "bodyguard": "Crisis Fireknife Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Enforcer Commander",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000003707",
      "leader": "Big Mek",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000038",
      "bodyguard": "Mek Gunz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek",
          "name": "Shokk-boosta",
          "status": "manual",
          "text": "In your Movement phase, when this unit is selected to make an advance move, you can use this ability. If you do: This unit can change that advance roll to a 6. This unit can move through all types of model. When this unit ends that advance move , make a hazard roll for each model in this unit."
        }
      ]
    },
    {
      "leaderId": "000002088",
      "leader": "Aleya",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004252",
      "bodyguard": "Prosecutor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aleya",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Aleya",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aleya",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Aleya",
          "name": "Daughters of the Abyss",
          "status": "manual",
          "text": "Friendly Anathema Psykana units with this ability have Feel No Pain 3+ against psychic attacks . Friendly ANATHEMA PSYKANA units with this ability have the following ability: Psychic Null (Aura): Friendly Adeptus Custodes units within 6\" of this unit have Feel No Pain 5+ against psychic attacks ."
        },
        {
          "source": "Aleya",
          "name": "Tactical Perception",
          "status": "manual",
          "text": "This unit has Fights First."
        },
        {
          "source": "Aleya",
          "name": "Tenacious Spirit",
          "status": "manual",
          "text": "While this unit is below starting strength, this unit's attacks have +1 to hit rolls. While this unit is below half-strength, this unit's attacks have +1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000000584",
      "leader": "Warlock Conclave",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000000590",
      "bodyguard": "Storm Guardians",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warlock Conclave",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warlock Conclave",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Warlock Conclave",
          "name": "Protect (Psychic)",
          "status": "not-applicable",
          "text": "While a Farseer model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll."
        },
        {
          "source": "Warlock Conclave",
          "name": "Psychic Communion (Psychic)",
          "status": "manual",
          "text": "Each time this unit is selected to shoot, for each Warlock model in this unit, until the end of the phase, add 1 to the Attacks and Strength characteristics of that model's Destructor weapon for each other friendly Aeldari Psyker model within 6\" of that model (to a maximum of +2)."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000001525",
      "bodyguard": "Secutarii Hoplites",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000003831",
      "leader": "Blood Angels Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blood Angels Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Blood Angels Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        }
      ]
    },
    {
      "leaderId": "000003880",
      "leader": "Winged Tyranid Prime",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003881",
      "bodyguard": "Gargoyles",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000003880",
          "source": "Winged Tyranid Prime",
          "name": "Alpha Warrior"
        }
      ],
      "coverage": [
        {
          "source": "Winged Tyranid Prime",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Alpha Warrior",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Death Blow",
          "status": "manual",
          "text": "If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play."
        }
      ]
    },
    {
      "leaderId": "000002796",
      "leader": "Marshal",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marshal",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marshal",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marshal",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marshal",
          "name": "Inspirational Exemplar",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls."
        },
        {
          "source": "Marshal",
          "name": "Pious Fervour",
          "status": "manual",
          "text": "When this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have +1 A for each enemy unit within 6\" of this model (to a maximum of +3 A )."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000000297",
      "leader": "Ulrik The Slayer",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ulrik The Slayer",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Slayer's Oath",
          "status": "manual",
          "text": "At the start of the first battle round, you select up to one enemy CHARACTER / MONSTER / VEHICLE unit to be this unit's slayer's oath: This unit's attacks that target this unit's slayer's oath can ignore modifiers to your unit's: BS and WS . Hit rolls."
        },
        {
          "source": "Ulrik The Slayer",
          "name": "Oathbound",
          "status": "manual",
          "text": "This unit's melee attacks have +1 to hit rolls. Or: This unit's melee attacks that target this unit's slayer's oath have +1 to hit rolls and wound rolls."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000842",
      "bodyguard": "Kataphron Destroyers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000000135",
      "leader": "Captain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Unstoppable Valour",
          "status": "manual",
          "text": "You can re-roll charge rolls for this unit."
        }
      ]
    },
    {
      "leaderId": "000000929",
      "leader": "Chaos Lord",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord",
          "name": "Chance for Glory",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002799",
      "bodyguard": "Crusader Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002606",
      "leader": "Ursula Creed",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ursula Creed",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ursula Creed",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Ursula Creed",
          "name": "Lord Castellan",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can be affected by up to two different Orders at the same time.",
          "leading": true
        },
        {
          "source": "Ursula Creed",
          "name": "Tactical Genius",
          "status": "manual",
          "text": "Once per battle round, one friendly Regiment unit within 12\" of this model can be targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Ursula Creed",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to Regiment units."
        }
      ]
    },
    {
      "leaderId": "000003946",
      "leader": "Quartermaster Cadre Squad",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000004001",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Medicae Medi-packs",
          "status": "manual",
          "text": "Whilst this unit contains one or more Medicae Servitors, models in this unit have the Feel No Pain 5+ ability."
        },
        {
          "source": "Quartermaster Cadre Squad",
          "name": "Mindlock",
          "status": "manual",
          "text": "While this unit contains a Quartermaster Revenant model, improve the Weapon Skill characteristic of this unit's Medical scalpels by 1."
        }
      ]
    },
    {
      "leaderId": "000004129",
      "leader": "Wolf Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Priest",
          "name": "Healing Balms",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        },
        {
          "source": "Wolf Priest",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000003814",
      "leader": "Watch Captain Artemis",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003827",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Captain Artemis",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Tactical Instinct",
          "status": "manual",
          "text": "This unit's attacks have [Sustained Hits 1]."
        },
        {
          "source": "Watch Captain Artemis",
          "name": "Unstoppable Champion (Once per battle, per army)",
          "status": "manual",
          "text": "At the end of a phase in which this model is destroyed, roll one D6: On a 2+, set this model back up on the battlefield as close as possible to where it was destroyed, unengaged with 3 wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000000218",
      "leader": "Azrael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Azrael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Azrael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Azrael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Azrael",
          "name": "Masterful Tactician",
          "status": "manual",
          "text": "In your Movement phase, select up to one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Azrael",
          "name": "Supreme Grand Master",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Azrael",
          "name": "Watcher in the Dark (Once per battle, per unit)",
          "status": "manual",
          "text": "In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Azrael",
          "name": "The Lion Helm",
          "status": "manual",
          "text": "This unit has 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000000135",
      "leader": "Captain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000230",
      "bodyguard": "Deathwing Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Terminator Armour",
          "name": "Unstoppable Valour",
          "status": "manual",
          "text": "You can re-roll charge rolls for this unit."
        }
      ]
    },
    {
      "leaderId": "000004188",
      "leader": "Wardens of Ultramar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wardens of Ultramar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Wardens of Ultramar",
          "name": "Strategium Command",
          "status": "manual",
          "text": "When both players have deployed their armies, you can redeploy up to three friendly ADEPTUS ASTARTES units. When doing so, you can set those units up in strategic reserves, regardless of how many units are already in strategic reserves ."
        }
      ]
    },
    {
      "leaderId": "000000158",
      "leader": "Sanguinary Priest",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sanguinary Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Blood Chalice",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Narthecium (Once per turn, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000158",
      "leader": "Sanguinary Priest",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sanguinary Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Blood Chalice",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Narthecium (Once per turn, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000000158",
      "leader": "Sanguinary Priest",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sanguinary Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Blood Chalice",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Narthecium (Once per turn, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000002605",
      "leader": "Lord Solar Leontus",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Solar Leontus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Lord Solar",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Collegiate Astrolex",
          "status": "manual",
          "text": "After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to: Regiment units Squadron units Titanic units"
        }
      ]
    },
    {
      "leaderId": "000003940",
      "leader": "Catachan Command Squad",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003949",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Catachan Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Gung-ho Command",
          "status": "manual",
          "text": "While this unit contains an OFFICER , ranged weapons equipped by models in this unit have the [ASSAULT] ability."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Medi-pack",
          "status": "manual",
          "text": "At the start of your Command phase, if the bearer's unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS ) to this unit."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Catachan Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000003943",
      "leader": "Primaris Psyker",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003977",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001997",
      "bodyguard": "Death Company Marines",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004185",
      "bodyguard": "Victrix Honour Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002480",
      "leader": "Aestred Thurga And Agathae Dolan",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Auto-Tapestry of the Emperor’s Judgement",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Aestred Thurga model, weapons equipped by models in that unit have the [DEVASTATING WOUNDS] ability"
        },
        {
          "source": "Aestred Thurga And Agathae Dolan",
          "name": "Recount the Deeds of the Saints",
          "status": "manual",
          "text": "While this unit is leading a unit and contains an Agathae Dolan model, each time that unit destroys an enemy unit, you gain 1 Miracle dice. When that Agathae Dolan model is destroyed, you gain D3 Miracle dice."
        }
      ]
    },
    {
      "leaderId": "000002473",
      "leader": "Tor Garadon",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000004231",
      "bodyguard": "Eradicator Squad with Heavy Bolters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tor Garadon",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tor Garadon",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Tor Garadon",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Tor Garadon",
          "name": "Siege Captain",
          "status": "manual",
          "text": "This model's attacks that target a FORTIFICATION / MONSTER / VEHICLE unit have +2 S , AP and D ."
        },
        {
          "source": "Tor Garadon",
          "name": "Signum Array",
          "status": "manual",
          "text": "In your Shooting phase, you can select one visible enemy unit within 18\" of this unit. That enemy unit cannot have the benefit of cover."
        }
      ]
    },
    {
      "leaderId": "000002775",
      "leader": "Ancient",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient",
          "name": "Honour of the Company",
          "status": "manual",
          "text": "This unit has +1 OC ."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000849",
      "bodyguard": "Skitarii Vanguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000000112",
      "leader": "Chaplain With Jump Pack",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003874",
      "bodyguard": "Talonstrike Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain With Jump Pack",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain With Jump Pack",
          "name": "Exhortation of Rage",
          "status": "manual",
          "text": "While this unit is at or below half-strength, this unit's melee attacks can re-roll wound rolls."
        }
      ]
    },
    {
      "leaderId": "000000115",
      "leader": "Chaplain In Terminator Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000231",
      "bodyguard": "Deathwing Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Zealous Fortitude",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Chaplain In Terminator Armour",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000848",
      "bodyguard": "Skitarii Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000000226",
      "leader": "Ezekiel",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ezekiel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ezekiel",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ezekiel",
          "name": "Book of Salvation",
          "status": "manual",
          "text": "This unit's melee attacks have +1 A ."
        },
        {
          "source": "Ezekiel",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Ezekiel",
          "name": "Psychic Hood",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Ezekiel",
          "name": "Engulfing Fear (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one enemy unit within 12\" of this model. That unit makes a battle-shock roll with -1 to that battle-shock roll ."
        },
        {
          "source": "Ezekiel",
          "name": "Whispers of the Shadow Forest (psychic level 1)",
          "status": "manual",
          "text": "When an enemy unit targets this unit, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Attacks that target this unit have -1 to hit rolls until the end of the phase."
        }
      ]
    },
    {
      "leaderId": "000000282",
      "leader": "Logan Grimnar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000318",
      "bodyguard": "Wolf Guard Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Logan Grimnar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Logan Grimnar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Logan Grimnar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Logan Grimnar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Logan Grimnar",
          "name": "High King of Fenris (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Movement phase, select up to one friendly Space Wolves unit in strategic reserves. If you do, when that unit makes an ingress move, treat the current battle round number as being one higher than it actually is."
        },
        {
          "source": "Logan Grimnar",
          "name": "Guile of the Wolf",
          "status": "manual",
          "text": "At the start of each phase, the assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        }
      ]
    },
    {
      "leaderId": "000004187",
      "leader": "Captain Titus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain Titus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Captain Titus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain Titus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain Titus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain Titus",
          "name": "Press the Attack",
          "status": "manual",
          "text": "This unit's melee attacks have: [Sustained Hits 1: non-Monster/vehicle]. Or: If the assault doctrine is active for this unit, [Sustained Hits 1]."
        },
        {
          "source": "Captain Titus",
          "name": "Righteous Fury (Once per battle, per army)",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, this unit's melee attacks have +1 S , and when this unit has fought: This model heals D3 wounds. Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds."
        },
        {
          "source": "Captain Titus",
          "name": "Honour of Ultramar",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000002519",
      "leader": "Valerian",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000001450",
      "bodyguard": "Custodian Wardens",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Valerian",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Valerian",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Valerian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Valerian",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Valerian",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Valerian",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Valerian",
          "name": "Golden Laurels",
          "status": "manual",
          "text": "Attacks that target this unit have -1 AP ."
        },
        {
          "source": "Valerian",
          "name": "Hero of Lion's Gate (Once per battle, per unit)",
          "status": "manual",
          "text": "After making a hit roll, wound roll or save roll for this model, you can change the result to an unmodified 6."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000844",
      "bodyguard": "Corpuscarii Electro-priests",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000000158",
      "leader": "Sanguinary Priest",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sanguinary Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Blood Chalice",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Narthecium (Once per turn, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000002609",
      "leader": "Cadian Command Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cadian Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Cadia Stands!",
          "status": "manual",
          "text": "While this unit contains an OFFICER model and this unit is within range of an objective, this unit can re-roll battle-shock rolls."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Medi-pack",
          "status": "manual",
          "text": "At the start of your Command phase, if the bearer's unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS ) to this unit."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Cadian Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000002701",
      "leader": "Captain In Phobos Armour",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001668",
      "bodyguard": "Eliminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain In Phobos Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Infiltrators",
          "status": "core-delegated",
          "text": "INFILTRATORS 24.20 Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike. During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from your opponent's deployment zone and all enemy units."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Stealth",
          "status": "core-delegated",
          "text": "STEALTH 24.33 The stealthiest warriors can evade the attentions, and the bullets, of their foes. If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack ( 13.08 )."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain In Phobos Armour",
          "name": "Tactical Fluidity (Once per battle round, per unit)",
          "status": "manual",
          "text": "In your Shooting phase, when this unit has shot, if this unit is unengaged, this unit can make a normal move of up to D6\". Or: At the end of your opponent's Fight phase if this unit is engaged, this unit can make a fall-back move of up to 6\"."
        }
      ]
    },
    {
      "leaderId": "000001584",
      "leader": "Master Of Executions",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Executions",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Executions",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Executions",
          "name": "Warp-sighted Butcher",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that unit is Below Half-strength, you can re-roll the Wound roll as well.",
          "leading": true
        },
        {
          "source": "Master Of Executions",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "Each time this model destroys an enemy CHARACTER model, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000001346",
      "leader": "Lieutenant",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002783",
      "bodyguard": "Deathwatch Veterans",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lieutenant",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lieutenant",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Lieutenant",
          "name": "Demi-company Commander (Once per turn, per unit)",
          "status": "manual",
          "text": "When a friendly Captain unit uses its Strategic Acumen ability, you can use this ability. If you do, the selected combat doctrine is active for this unit until the start of your next Command phase."
        },
        {
          "source": "Lieutenant",
          "name": "Tactical Precision",
          "status": "manual",
          "text": "This unit's attacks have [Lethal Hits: non-MONSTER/VEHICLE]."
        },
        {
          "source": "Lieutenant",
          "name": "Storm Shield",
          "status": "manual",
          "text": "This model has a 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000000944",
      "leader": "Warpsmith",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000966",
      "bodyguard": "Havocs",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warpsmith",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warpsmith",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Warpsmith",
          "name": "Warpsmith",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Heretic Astartes Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Warpsmith",
          "name": "Master of Mechanisms",
          "status": "manual",
          "text": "In your Command phase, select one friendly Heretic Astartes Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Warpsmith",
          "name": "Enrage Machine Spirits",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy VEHICLE unit within 12\" of this model. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000002569",
      "leader": "Dark Commune",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003713",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 5,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Commune",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Commune",
          "name": "Faithful Flock",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a CULT DEMAGOGUE model, models in that unit have a 5+ invulnerable save."
        },
        {
          "source": "Dark Commune",
          "name": "Dark Ritual",
          "status": "manual",
          "text": "Once per battle, in your Command phase, if this unit contains a CULT DEMAGOGUE model, it can use this ability. If it does, until the end of the turn, this unit can declare a charge in a turn in which it Advanced and each time a model in this unit makes an attack, add 1 to the Hit roll and add 1 to the Wound roll."
        },
        {
          "source": "Dark Commune",
          "name": "Chaos Icon",
          "status": "manual",
          "text": "Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test."
        }
      ]
    },
    {
      "leaderId": "000001584",
      "leader": "Master Of Executions",
      "faction": "CSM",
      "slot": "support",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Executions",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Executions",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Executions",
          "name": "Warp-sighted Butcher",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack that targets a unit that is below its Starting Strength, you can re-roll the Hit roll. If that unit is Below Half-strength, you can re-roll the Wound roll as well.",
          "leading": true
        },
        {
          "source": "Master Of Executions",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "Each time this model destroys an enemy CHARACTER model, you gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000000936",
      "leader": "Dark Apostle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003713",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000000013",
      "leader": "Painboy",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000020",
      "bodyguard": "Tankbustas",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Painboy",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Painboy",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Painboy",
          "name": "Crude Surgery",
          "status": "manual",
          "text": "In your Command phase, this unit heals 3 wounds."
        },
        {
          "source": "Painboy",
          "name": "Catch Dat Red Bit (Once per battle, per unit)",
          "status": "manual",
          "text": "When this model uses its Crude Surgery ability, you can add D3 to the number of wounds healed. Place a Grot Orderly token next to the unit, removing it when this ability is used."
        }
      ]
    },
    {
      "leaderId": "000001581",
      "leader": "Master Of Possession",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Master Of Possession",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Master Of Possession",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Master Of Possession",
          "name": "Daemonkin (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to Advance and Charge rolls made for that unit.",
          "leading": true
        },
        {
          "source": "Master Of Possession",
          "name": "Sacrificial Dagger",
          "status": "manual",
          "text": "Once per phase, when this model is selected to shoot or fight, it can use this ability. If it does, this model's unit suffers 1 mortal wound and, until the end of the phase, each time this model makes a Psychic Attack, add 1 to the Hit roll and add 1 to the Wound roll."
        }
      ]
    },
    {
      "leaderId": "000000944",
      "leader": "Warpsmith",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Warpsmith",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Warpsmith",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Warpsmith",
          "name": "Warpsmith",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Heretic Astartes Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Warpsmith",
          "name": "Master of Mechanisms",
          "status": "manual",
          "text": "In your Command phase, select one friendly Heretic Astartes Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, each time that VEHICLE makes an attack, add 1 to the Hit roll. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Warpsmith",
          "name": "Enrage Machine Spirits",
          "status": "manual",
          "text": "At the end of your Movement phase, select one enemy VEHICLE unit within 12\" of this model. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000003712",
      "leader": "Cultist Firebrand",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000946",
      "bodyguard": "Cultist Mob",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000002063",
      "leader": "Triumph Of Saint Katherine",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000000894",
      "bodyguard": "Crusaders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Relics of the Matriarchs",
          "status": "manual",
          "text": "At the start of the battle round, select up to two of the abilities in the Relics of the Matriarchs section (see left). Until the start of the next battle round, this model has those abilities."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Solemn Procession",
          "status": "manual",
          "text": "Each time you gain 1 Miracle dice at the start of your turn, if this model is on the battlefield, do not roll one D6 to determine the value of that Miracle dice; it has a value of 6."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "The Fiery Heart (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, add 2\" to that unit's Move characteristic and add 1 to Advance and Charge rolls made for that unit."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Censer of the Sacred Rose (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, you can re-roll Battle-shock tests taken for that unit."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Simulacrum of the Ebon Chalice (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, that unit can perform up to two Acts of Faith per phase, instead of only one."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Simulacrum of the Argent Shroud (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, each time a model in that unit makes a ranged attack, re-roll a Wound roll of 1."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Icon of the Valorous Heart (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, models in that unit have the Feel No Pain 6+ ability."
        },
        {
          "source": "Triumph Of Saint Katherine",
          "name": "Petals of the Bloody Rose (Aura)",
          "status": "manual",
          "text": "While a friendly ADEPTA SORORITAS unit is within 6\" of this model, improve the Armour Penetration characteristic of melee weapons equipped by models in that unit by 1."
        }
      ]
    },
    {
      "leaderId": "000003943",
      "leader": "Primaris Psyker",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003950",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Primaris Psyker",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Primaris Psyker",
          "name": "Malign Wardings(Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.",
          "leading": true
        },
        {
          "source": "Primaris Psyker",
          "name": "Psychic Barrier (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, you can roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the end of the phase, models in this PSYKER 's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000002542",
      "leader": "Yvraine",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000000632",
      "bodyguard": "Corsair Reaver Band",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Yvraine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Yvraine",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Yvraine",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Yvraine",
          "name": "Word of the Phoenix (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining.",
          "leading": true
        },
        {
          "source": "Yvraine",
          "name": "Herald of Ynnead",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1."
        },
        {
          "source": "Yvraine",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes YVRAINE , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE ."
        }
      ]
    },
    {
      "leaderId": "000004193",
      "leader": "Prince Yriel",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000002531",
      "bodyguard": "Corsair Voidreavers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000004193",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        },
        {
          "kind": "modifier",
          "roll": "hit",
          "value": 1,
          "filter": {},
          "scope": "unit",
          "sourceId": "000004193",
          "source": "Prince Yriel",
          "name": "Piratical Hero"
        }
      ],
      "coverage": [
        {
          "source": "Prince Yriel",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Prince Yriel",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Prince Yriel",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Prince Yriel",
          "name": "Piratical Hero",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, that attack has the [SUSTAINED HITS 1] ability and add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Prince Yriel",
          "name": "Prince of Corsairs",
          "status": "manual",
          "text": "After both players have deployed their armies, if this unit is on the battlefield (or any Transport it is embarked within is on the battlefield), select up to three AELDARI units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves, regardless of how many units are already in Strategic Reserves."
        }
      ]
    },
    {
      "leaderId": "000002543",
      "leader": "The Visarch",
      "faction": "AE",
      "slot": "support",
      "bodyguardId": "000002531",
      "bodyguard": "Corsair Voidreavers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this unit to one of the above units, even if Yvraine 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.",
      "effects": [],
      "coverage": [
        {
          "source": "The Visarch",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "The Visarch",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "The Visarch",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "The Visarch",
          "name": "Way of the Blade",
          "status": "manual",
          "text": "While this model is leadings unit, models in that unit have the Fights First ability."
        },
        {
          "source": "The Visarch",
          "name": "Yvraine’s Champion",
          "status": "manual",
          "text": "While this model is leading a unit, other Character models attached to that unit have the Feel No Pain 4+ ability.",
          "leading": true
        },
        {
          "source": "The Visarch",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes THE VISARCH , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include THE VISARCH ."
        }
      ]
    },
    {
      "leaderId": "000002542",
      "leader": "Yvraine",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000002532",
      "bodyguard": "Corsair Voidscarred",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Yvraine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Yvraine",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Yvraine",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Yvraine",
          "name": "Word of the Phoenix (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining.",
          "leading": true
        },
        {
          "source": "Yvraine",
          "name": "Herald of Ynnead",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1."
        },
        {
          "source": "Yvraine",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes YVRAINE , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE ."
        }
      ]
    },
    {
      "leaderId": "000004201",
      "leader": "Berehk Stornbröw",
      "faction": "LoV",
      "slot": "leader",
      "bodyguardId": "000002600",
      "bodyguard": "Cthonian Beserks",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Berehk Stornbröw",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Berehk Stornbröw",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Berehk Stornbröw",
          "name": "Prioritised Efficiency",
          "status": "manual",
          "text": "If your Army Faction is LEAGUES OF VOTANN , Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover (see below). During the battle, which ability those LEAGUES OF VOTANN units have will change depending on how many Yield points (YP) you currently have: At the start of the battle, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase. At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase. Hostile Acquisition Each time a model in this unit makes an attack that targets an enemy unit within range of one or more objective markers, add 1 to the Hit roll. You can re-roll Advance and Charge rolls made for this unit. Fortify Takeover Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more objective markers you control, add 1 to the Hit roll. Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a VEHICLE , subtract 1 from the Wound roll. Yield Points At the end of each player's Command phase, you gain 1YP if you control one or more objective markers within your deployment zone, and, from the second battle round onwards, you gain 1 additional YP for each of the following conditions you satisfy: You control one or more objective markers not within your deployment zone. You control two or more objective markers not within your deployment zone. You control more objective markers than your opponent. In your turn, YP gained in this way are always gained before checking which ability LEAGUES OF VOTANN units from your army have. Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule. Designer's Note: This means you can use rules that let you gain or spend YP to influence which ability your units have - Hostile Acquisition or Fortify Takeover - depending on which will be most beneficial to you. Remember that your army only changes ability at the end of your Command phase, so you will - sometimes need to plan ahead if you want your army to stay in or change ability. Example: In her third turn, Freida's units had the Hostile Acquisition ability, as she had 6YP at the end of her Command phase. In her fourth turn, at the end of her Command phase, she controls one objective marker within her deployment zone, and one objective marker not within her deployment zone, and her opponent controls two objective markers. Freida gains 2YP, so she now has 8YP, and her units now have the Fortify Takeover ability instead. During her turn, Freida uses a Stratagem that allows her to spend YP. She spends 2YP, bringing her total down to 6YP. However, units from her army still have Fortify Takeover - it will only change if, at the end of her next Command phase, she still has fewer than 7YP."
        },
        {
          "source": "Berehk Stornbröw",
          "name": "Break the Foe",
          "status": "manual",
          "text": "Melee weapons equipped by models in this model's unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Berehk Stornbröw",
          "name": "Relentless Avalanche",
          "status": "manual",
          "text": "You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do: That use is -1 CP. That use does not prevent any uses of that stratagem on other units this phase."
        }
      ]
    },
    {
      "leaderId": "000002694",
      "leader": "Winged Tyranid Prime",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000000484",
      "bodyguard": "Gargoyles",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002694",
          "source": "Winged Tyranid Prime",
          "name": "Alpha Warrior"
        }
      ],
      "coverage": [
        {
          "source": "Winged Tyranid Prime",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Alpha Warrior",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Death Blow",
          "status": "manual",
          "text": "If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play."
        }
      ]
    },
    {
      "leaderId": "000002694",
      "leader": "Winged Tyranid Prime",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000002691",
      "bodyguard": "Tyranid Warriors With Melee Bio-weapons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000002694",
          "source": "Winged Tyranid Prime",
          "name": "Alpha Warrior"
        }
      ],
      "coverage": [
        {
          "source": "Winged Tyranid Prime",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Alpha Warrior",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Winged Tyranid Prime",
          "name": "Death Blow",
          "status": "manual",
          "text": "If this model is destroyed by a melee attack, if it has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play."
        }
      ]
    },
    {
      "leaderId": "000004202",
      "leader": "Tyranid Prime with Lash Whip",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000002691",
      "bodyguard": "Tyranid Warriors With Melee Bio-weapons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Alpha Warrior",
          "status": "manual",
          "text": "Weapons equipped by models in this model's unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Aggressive Leader-beast",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6”."
        }
      ]
    },
    {
      "leaderId": "000004202",
      "leader": "Tyranid Prime with Lash Whip",
      "faction": "TYR",
      "slot": "leader",
      "bodyguardId": "000002692",
      "bodyguard": "Tyranid Warriors With Ranged Bio-weapons",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Shadow in the Warp",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a Battle-shock test. Each time an enemy unit takes such a Battle-shock test, if it is within 6\" of one or more Synapse units from your army, subtract 1 from that test."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Synapse",
          "status": "manual",
          "text": "If your Army Faction is TYRANIDS , while a TYRANIDS unit from your army is within 6\" of one or more friendly Synapse models, that TYRANIDS unit is said to be within Synapse Range of that model and of your army. While a TYRANIDS unit from your army is within Synapse Range of your army: Each time that unit takes a Battle-shock test, take that test on 3D6 instead of 2D6. Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Alpha Warrior",
          "status": "manual",
          "text": "Weapons equipped by models in this model's unit have the [SUSTAINED HITS 1] ability."
        },
        {
          "source": "Tyranid Prime with Lash Whip",
          "name": "Aggressive Leader-beast",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed by those attacks, this unit can make a surge move of up to D6”."
        }
      ]
    },
    {
      "leaderId": "000000225",
      "leader": "Asmodai",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Asmodai",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Asmodai",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Asmodai",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Asmodai",
          "name": "Exemplar of Hate",
          "status": "manual",
          "text": "This unit's melee attacks can re-roll hit rolls."
        },
        {
          "source": "Asmodai",
          "name": "Feared Interrogator",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy CHARACTER unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        }
      ]
    },
    {
      "leaderId": "000001477",
      "leader": "Commander In Crisis Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000000418",
      "bodyguard": "Crisis Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Crisis Commander",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.",
          "leading": true
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000004129",
      "leader": "Wolf Priest",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Wolf Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Wolf Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Wolf Priest",
          "name": "Healing Balms",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        },
        {
          "source": "Wolf Priest",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000002064",
      "leader": "Junith Eruita",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Junith Eruita",
          "name": "Deadly Demise",
          "status": "core-delegated",
          "text": "DEADLY DEMISE 24.08 From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat. This ability always takes the form Deadly Demise X . Each time a model with this ability is destroyed , after the units embarked within it (if any) have made their emergency disembark moves , roll one D6. On a 6, that model suffers a deadly demise ; each unit within 6\" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6\")."
        },
        {
          "source": "Junith Eruita",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Junith Eruita",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Junith Eruita",
          "name": "The Pulpit of Saint Holline’s Basilica",
          "status": "manual",
          "text": "This unit has Stealth Melee attacks that target this unit have -1 to hit rolls"
        },
        {
          "source": "Junith Eruita",
          "name": "Fiery Conviction",
          "status": "manual",
          "text": "If this model is on the battlefield at the start of your Command phase, you can choose one of the following: Discard 1 Miracle dice and gain 1CP. Take a Leadership test for this model, if that test is passed, gain 1CP."
        }
      ]
    },
    {
      "leaderId": "000002607",
      "leader": "Cadian Castellan",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000002607",
          "source": "Cadian Castellan",
          "name": "Senior Officer"
        }
      ],
      "coverage": [
        {
          "source": "Cadian Castellan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cadian Castellan",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Cadian Castellan",
          "name": "Senior Officer",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Cadian Castellan",
          "name": "Get Back in the Fight",
          "status": "manual",
          "text": "While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.",
          "leading": true
        },
        {
          "source": "Cadian Castellan",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 2 Orders to Regiment units."
        }
      ]
    },
    {
      "leaderId": "000003812",
      "leader": "Ministorum Priest",
      "faction": "AoI",
      "slot": "support",
      "bodyguardId": "000002587",
      "bodyguard": "Imperial Navy Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003812",
          "source": "Ministorum Priest",
          "name": "Holy Hatred"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Hatred",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        }
      ]
    },
    {
      "leaderId": "000003815",
      "leader": "Watch Master",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000004174",
      "bodyguard": "Aquila Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000004205",
      "leader": "Kravek Morne",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004206",
      "bodyguard": "Mutilators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kravek Morne",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Kravek Morne",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kravek Morne",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Kravek Morne",
          "name": "Headlong Destruction",
          "status": "manual",
          "text": "Each time a model in this unit makes an attack that targets the closest eligible enemy unit, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Kravek Morne",
          "name": "Architect of Ruin",
          "status": "manual",
          "text": "At the start of the battle, select one unit in your opponent's army to be this model's hated foe. Each time this model makes an attack that targets its hated foe, you can re-roll the Wound roll. Each time this model's hated foe is destroyed, you can select a new unit from your opponent's army to be its hated foe."
        }
      ]
    },
    {
      "leaderId": "000004205",
      "leader": "Kravek Morne",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000965",
      "bodyguard": "Obliterators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kravek Morne",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Kravek Morne",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kravek Morne",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Kravek Morne",
          "name": "Headlong Destruction",
          "status": "manual",
          "text": "Each time a model in this unit makes an attack that targets the closest eligible enemy unit, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Kravek Morne",
          "name": "Architect of Ruin",
          "status": "manual",
          "text": "At the start of the battle, select one unit in your opponent's army to be this model's hated foe. Each time this model makes an attack that targets its hated foe, you can re-roll the Wound roll. Each time this model's hated foe is destroyed, you can select a new unit from your opponent's army to be its hated foe."
        }
      ]
    },
    {
      "leaderId": "000004205",
      "leader": "Kravek Morne",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000947",
      "bodyguard": "Chaos Terminator Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kravek Morne",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Kravek Morne",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kravek Morne",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Kravek Morne",
          "name": "Headlong Destruction",
          "status": "manual",
          "text": "Each time a model in this unit makes an attack that targets the closest eligible enemy unit, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Kravek Morne",
          "name": "Architect of Ruin",
          "status": "manual",
          "text": "At the start of the battle, select one unit in your opponent's army to be this model's hated foe. Each time this model makes an attack that targets its hated foe, you can re-roll the Wound roll. Each time this model's hated foe is destroyed, you can select a new unit from your opponent's army to be its hated foe."
        }
      ]
    },
    {
      "leaderId": "000000934",
      "leader": "Chaos Lord On Palanquin Of Nurgle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003876",
      "bodyguard": "Nemesis Claw",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Revolting Regeneration",
          "status": "manual",
          "text": "At the start of your Command phase, this model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000000840",
      "leader": "Tech-priest Enginseer",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004119",
      "bodyguard": "Servitor Battleclade",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-priest Enginseer",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly ADEPTUS MECHANICUS model within 3\" of this model. That model regains up to D3 lost wounds and, if it is a VEHICLE model, until the start of your next Command phase, that model has the Feel No Pain 5+ ability. Each model can only be selected for this ability once per Command phase."
        },
        {
          "source": "Tech-priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000004218",
      "leader": "Commissar Graves on Foot",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Graves on Foot",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Icon of Discipline",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a Charge in a turn in which it Fell Back."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Brutal Disciplinarian",
          "status": "manual",
          "text": "Once per turn, at the start of any phase, you can select one friendly Astra Militarum Infantry (excluding units that only contain one model) unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is no longer Battle-shocked."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to Regiment units. This OFFICER can only issue the Move! Move! Move!, Duty and Honour! and Fix Bayonets! Orders."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "USING COMMISSAR GRAVES",
          "status": "manual",
          "text": "Your army can only include one Commissar Graves or Commissar Graves on Foot unit."
        }
      ]
    },
    {
      "leaderId": "000003891",
      "leader": "Catachan Command Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Catachan Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Scouts",
          "status": "core-delegated",
          "text": "SCOUTS 24.31 Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force. This ability always takes the form Scouts X\" . In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following: If that unit is in strategic reserves , you can set up that unit anywhere that is wholly within your deployment zone. If that unit is wholly within your deployment zone, it can make a scout move (see below). If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move ."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Gung-ho Command",
          "status": "manual",
          "text": "While this unit contains an OFFICER , ranged weapons equipped by models in this unit have the [ASSAULT] ability."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Medi-pack",
          "status": "manual",
          "text": "At the start of your Command phase, if the bearer's unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS ) to this unit."
        },
        {
          "source": "Catachan Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Catachan Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000004218",
      "leader": "Commissar Graves on Foot",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Graves on Foot",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Icon of Discipline",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a Charge in a turn in which it Fell Back."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Brutal Disciplinarian",
          "status": "manual",
          "text": "Once per turn, at the start of any phase, you can select one friendly Astra Militarum Infantry (excluding units that only contain one model) unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is no longer Battle-shocked."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to Regiment units. This OFFICER can only issue the Move! Move! Move!, Duty and Honour! and Fix Bayonets! Orders."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "USING COMMISSAR GRAVES",
          "status": "manual",
          "text": "Your army can only include one Commissar Graves or Commissar Graves on Foot unit."
        }
      ]
    },
    {
      "leaderId": "000002606",
      "leader": "Ursula Creed",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002615",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ursula Creed",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ursula Creed",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Ursula Creed",
          "name": "Lord Castellan",
          "status": "manual",
          "text": "While this model is leading a unit, that unit can be affected by up to two different Orders at the same time.",
          "leading": true
        },
        {
          "source": "Ursula Creed",
          "name": "Tactical Genius",
          "status": "manual",
          "text": "Once per battle round, one friendly Regiment unit within 12\" of this model can be targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Ursula Creed",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to Regiment units."
        }
      ]
    },
    {
      "leaderId": "000004216",
      "leader": "Commissar Yarrick",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Yarrick",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Will of Iron",
          "status": "manual",
          "text": "The first time this model is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Hero of Hades Hive",
          "status": "manual",
          "text": "In your Command phase, you can select one of the abilities in the Hero of Hades Hive section (see below). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Commissar Yarrick",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to Regiment, Squadron or Titanic units."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Counterstrategist",
          "status": "manual",
          "text": "At the end of your opponent's Movement phase, you can select one enemy unit that was set up or ended a move within 8\" of this model, and one friendly Regiment unit within 6\" of and visible to this model that has not made a Normal move or been targeted with the Fire Overwatch Stratagem this phase. That REGIMENT unit can then either: Make a Normal move of up to D6\". Shoot at that enemy unit, but only if it is an eligible target. Until the end of the phase, each time a model in that unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon's Ballistic Skill or any modifiers. Declare a charge. That REGIMENT unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, the charging unit does not receive any Charge bonus this turn)."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Decisive Command",
          "status": "manual",
          "text": "The next Order issued by this model can be issued to one eligible friendly unit within 12\" of this model; if this is the first Order issued by a unit from your army this Command phase, that Order affects not only that eligible unit, but every other eligible friendly unit within 6\" of that eligible unit."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Inspiring Hero (Aura)",
          "status": "manual",
          "text": "While a friendly Astra Militarum unit is within 6\" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000002605",
      "leader": "Lord Solar Leontus",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Solar Leontus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Lord Solar",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Collegiate Astrolex",
          "status": "manual",
          "text": "After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to: Regiment units Squadron units Titanic units"
        }
      ]
    },
    {
      "leaderId": "000004216",
      "leader": "Commissar Yarrick",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Yarrick",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Will of Iron",
          "status": "manual",
          "text": "The first time this model is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Hero of Hades Hive",
          "status": "manual",
          "text": "In your Command phase, you can select one of the abilities in the Hero of Hades Hive section (see below). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Commissar Yarrick",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to Regiment, Squadron or Titanic units."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Counterstrategist",
          "status": "manual",
          "text": "At the end of your opponent's Movement phase, you can select one enemy unit that was set up or ended a move within 8\" of this model, and one friendly Regiment unit within 6\" of and visible to this model that has not made a Normal move or been targeted with the Fire Overwatch Stratagem this phase. That REGIMENT unit can then either: Make a Normal move of up to D6\". Shoot at that enemy unit, but only if it is an eligible target. Until the end of the phase, each time a model in that unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon's Ballistic Skill or any modifiers. Declare a charge. That REGIMENT unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, the charging unit does not receive any Charge bonus this turn)."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Decisive Command",
          "status": "manual",
          "text": "The next Order issued by this model can be issued to one eligible friendly unit within 12\" of this model; if this is the first Order issued by a unit from your army this Command phase, that Order affects not only that eligible unit, but every other eligible friendly unit within 6\" of that eligible unit."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Inspiring Hero (Aura)",
          "status": "manual",
          "text": "While a friendly Astra Militarum unit is within 6\" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000004218",
      "leader": "Commissar Graves on Foot",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Graves on Foot",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Icon of Discipline",
          "status": "manual",
          "text": "This model's unit is eligible to shoot and declare a Charge in a turn in which it Fell Back."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "Brutal Disciplinarian",
          "status": "manual",
          "text": "Once per turn, at the start of any phase, you can select one friendly Astra Militarum Infantry (excluding units that only contain one model) unit that is Battle-shocked and within 12\" of this model. If you do, one model in that unit is destroyed, and that unit is no longer Battle-shocked."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 1 Order to Regiment units. This OFFICER can only issue the Move! Move! Move!, Duty and Honour! and Fix Bayonets! Orders."
        },
        {
          "source": "Commissar Graves on Foot",
          "name": "USING COMMISSAR GRAVES",
          "status": "manual",
          "text": "Your army can only include one Commissar Graves or Commissar Graves on Foot unit."
        }
      ]
    },
    {
      "leaderId": "000002605",
      "leader": "Lord Solar Leontus",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Solar Leontus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Lord Solar",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Collegiate Astrolex",
          "status": "manual",
          "text": "After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to: Regiment units Squadron units Titanic units"
        }
      ]
    },
    {
      "leaderId": "000004216",
      "leader": "Commissar Yarrick",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002612",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commissar Yarrick",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Will of Iron",
          "status": "manual",
          "text": "The first time this model is destroyed, remove it from play, then, at the end of the phase, roll one D6: on a 2+, set this model back up on the battlefield as close as possible to where it was destroyed and not within Engagement Range of one or more enemy units, with 3 wounds remaining."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Hero of Hades Hive",
          "status": "manual",
          "text": "In your Command phase, you can select one of the abilities in the Hero of Hades Hive section (see below). Until the start of your next Command phase, this model has that ability."
        },
        {
          "source": "Commissar Yarrick",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 2 Orders to Regiment, Squadron or Titanic units."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Counterstrategist",
          "status": "manual",
          "text": "At the end of your opponent's Movement phase, you can select one enemy unit that was set up or ended a move within 8\" of this model, and one friendly Regiment unit within 6\" of and visible to this model that has not made a Normal move or been targeted with the Fire Overwatch Stratagem this phase. That REGIMENT unit can then either: Make a Normal move of up to D6\". Shoot at that enemy unit, but only if it is an eligible target. Until the end of the phase, each time a model in that unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon's Ballistic Skill or any modifiers. Declare a charge. That REGIMENT unit must end that charge move engaged with the enemy unit you selected (note that even if this charge is successful, the charging unit does not receive any Charge bonus this turn)."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Decisive Command",
          "status": "manual",
          "text": "The next Order issued by this model can be issued to one eligible friendly unit within 12\" of this model; if this is the first Order issued by a unit from your army this Command phase, that Order affects not only that eligible unit, but every other eligible friendly unit within 6\" of that eligible unit."
        },
        {
          "source": "Commissar Yarrick",
          "name": "Inspiring Hero (Aura)",
          "status": "manual",
          "text": "While a friendly Astra Militarum unit is within 6\" of this model, you can re-roll Battle-shock and Leadership tests taken for that unit."
        }
      ]
    },
    {
      "leaderId": "000001396",
      "leader": "Tech-Priest Enginseer",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002374",
      "bodyguard": "Death Korps Grenadier Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Tech-Priest Enginseer",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Enginseer",
          "status": "manual",
          "text": "While this model is within 3\" of one or more friendly Astra Militarum Vehicle units, this model has the Lone Operative ability."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Omnissiah’s Blessing",
          "status": "manual",
          "text": "In your Command phase, select one friendly Astra Militarum Vehicle model within 3\" of this model. That VEHICLE model regains up to D3 lost wounds and, until the start of your next Command phase, that VEHICLE model has a 4+ invulnerable save. Each model can only be selected for this ability once per turn."
        },
        {
          "source": "Tech-Priest Enginseer",
          "name": "Vengeance for the Omnissiah",
          "status": "manual",
          "text": "If a friendly Astra Militarum Vehicle model is destroyed within 12\" of this model, until the end of the battle, this model's Enginseer axe has an Attacks characteristic of 6."
        }
      ]
    },
    {
      "leaderId": "000002605",
      "leader": "Lord Solar Leontus",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002614",
      "bodyguard": "Catachan Jungle Fighters",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Solar Leontus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Lord Solar",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Collegiate Astrolex",
          "status": "manual",
          "text": "After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to: Regiment units Squadron units Titanic units"
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000849",
      "bodyguard": "Skitarii Vanguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000002090",
      "leader": "Inquisitor Draxus",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003816",
      "bodyguard": "Deathwatch Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Draxus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Xenos Hunter",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit that does not have the IMPERIUM or CHAOS keywords, add 1 to the Hit roll.",
          "leading": true
        },
        {
          "source": "Inquisitor Draxus",
          "name": "Psychic Veil (Psychic)",
          "status": "manual",
          "text": "In your Command phase, this PSYKER can use this ability. If it does, roll one D6: on a 1, this PSYKER 's unit suffers D3 mortal wounds; on a 2+, until the start of your next Command phase, this PSYKER 's unit can only be selected as the target of a ranged attack if the attacking model is within 18\"."
        }
      ]
    },
    {
      "leaderId": "000003889",
      "leader": "Krieg Command Squad",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000003893",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Krieg Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Grim Determination",
          "status": "manual",
          "text": "While this unit contains an OFFICER , you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Alchemyk Counteragents",
          "status": "manual",
          "text": "The bearer's unit has the Feel No Pain 6+ ability against mortal wounds."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Servo-scribes",
          "status": "manual",
          "text": "Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. Designer's Note: Place a Servo-scribes token next to the unit, removing it when this ability has been used."
        },
        {
          "source": "Krieg Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000000015",
      "leader": "Mad Dok Grotsnik",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000020",
      "bodyguard": "Tankbustas",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Mad Dok Grotsnik",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "One Scalpel Short of a Medpack",
          "status": "manual",
          "text": "When this unit is selected to make a fall-back move, that fall-back move does not prevent this unit from being eligible to declare a charge."
        },
        {
          "source": "Mad Dok Grotsnik",
          "name": "Mad Dok",
          "status": "manual",
          "text": "In your Command phase, select one friendly Orks Infantry unit within 6\" of this model, and select one of the following: That unit heals 3 wounds. Or: If all models in that unit have their starting number of wounds, revive one CHARACTER model in that unit."
        }
      ]
    },
    {
      "leaderId": "000000218",
      "leader": "Azrael",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Azrael",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Azrael",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Azrael",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Azrael",
          "name": "Masterful Tactician",
          "status": "manual",
          "text": "In your Movement phase, select up to one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Azrael",
          "name": "Supreme Grand Master",
          "status": "manual",
          "text": "This unit's attacks have [SUSTAINED HITS 1]."
        },
        {
          "source": "Azrael",
          "name": "Watcher in the Dark (Once per battle, per unit)",
          "status": "manual",
          "text": "In any phase, when this unit suffers a mortal wound, this unit can summon a Watcher in the Dark. If it does, this unit has Feel No Pain 4+ against mortal wounds."
        },
        {
          "source": "Azrael",
          "name": "The Lion Helm",
          "status": "manual",
          "text": "This unit has 4+ InSv."
        }
      ]
    },
    {
      "leaderId": "000001536",
      "leader": "Big Mek With Shokk Attack Gun",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000016",
      "bodyguard": "Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Support Shokka",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Orks Infantry unit (excluding BIG MEK WITH SHOKK ATTACK GUN units), this model has Lone Operative."
        }
      ]
    },
    {
      "leaderId": "000002726",
      "leader": "Vulkan He’stan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Vulkan He’stan",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Seeker of the Unfound",
          "status": "manual",
          "text": "The first time this model is set up on the battlefield, select one objective on the battlefield. While this model is within range of that objective , this model has: 10 OC . 5+ Ld . Feel No Pain 4+."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Forgefather",
          "status": "manual",
          "text": "In your Shooting phase, select one visible enemy unit within 24\" of this model. Friendly ADEPTUS ASTARTES units' [Melta]/[Torrent] attacks that target that enemy unit have +2 S ."
        }
      ]
    },
    {
      "leaderId": "000000158",
      "leader": "Sanguinary Priest",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000002098",
      "bodyguard": "Hellblaster Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Sanguinary Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Blood Chalice",
          "status": "manual",
          "text": "This unit has +1 T ."
        },
        {
          "source": "Sanguinary Priest",
          "name": "Narthecium (Once per turn, per unit)",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000004166",
      "leader": "Caanok Var",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000118",
      "bodyguard": "Terminator Assault Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Caanok Var",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Caanok Var",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Caanok Var",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Caanok Var",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Caanok Var",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Caanok Var",
          "name": "Cold and Calculating",
          "status": "manual",
          "text": "In your Shooting phase or the Fight phase, when this unit is selected to attack, you can select one of the following for this unit's attacks to have: [Lethal Hits: Monster/Vehicle]. Or: [Sustained Hits 1: non-Monster/Vehicle]. Or: If the tactical doctrine is active for this unit, [Lethal Hits: Monster/Vehicle] and [Sustained Hits 1: non-Monster/Vehicle]."
        },
        {
          "source": "Caanok Var",
          "name": "Cerebrex Logic Engine",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Adeptus Astartes Infantry unit. That unit has Scouts 6\"."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000001525",
      "bodyguard": "Secutarii Hoplites",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000841",
      "bodyguard": "Kataphron Breachers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000000373",
      "leader": "Kaldor Draigo",
      "faction": "GK",
      "slot": "leader",
      "bodyguardId": "000000384",
      "bodyguard": "Paladin Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnpMortal",
          "value": 4,
          "scope": "unit",
          "sourceId": "000000373",
          "source": "Kaldor Draigo",
          "name": "Untouchable Purity"
        }
      ],
      "coverage": [
        {
          "source": "Kaldor Draigo",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Kaldor Draigo",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kaldor Draigo",
          "name": "Gate of Infinity",
          "status": "manual",
          "text": "If your Army Faction is GREY KNIGHTS , at the end of your opponent's Fight phase, you can select a number of units (see below) from your army that are on the battlefield (excluding units that are within Engagement Range of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: BATTLE SIZE NUMBER OF UNITS Incursion Up to 2 units Strike Force Up to 3 units Onslaught Up to 4 units Place those units in strategic reserves. Those units can make an ingress move in your next Movement phase (including in your first turn)."
        },
        {
          "source": "Kaldor Draigo",
          "name": "Untouchable Purity",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against mortal wounds.",
          "leading": true
        },
        {
          "source": "Kaldor Draigo",
          "name": "One With the Warp (Psychic)",
          "status": "manual",
          "text": "Once per battle, when this model's unit declares a charge in the same turn it was set up on the battlefield using the Deep Strike or Teleport Assault ability, add 3 to the Charge roll."
        },
        {
          "source": "Kaldor Draigo",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        }
      ]
    },
    {
      "leaderId": "000001477",
      "leader": "Commander In Crisis Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003701",
      "bodyguard": "Crisis Starscythe Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Crisis Commander",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes a ranged attack, re-roll a Hit roll of 1.",
          "leading": true
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Crisis Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000000406",
      "leader": "Commander Farsight",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003699",
      "bodyguard": "Crisis Sunforge Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander Farsight",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander Farsight",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander Farsight",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander Farsight",
          "name": "Way of the Short Blade",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets an enemy unit within 9\", add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Commander Farsight",
          "name": "Puretide's Teachings",
          "status": "manual",
          "text": "Once per battle round, you can target this model's unit with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Commander Farsight",
          "name": "INDEPENDENT POWER",
          "status": "manual",
          "text": "If your army includes COMMANDER FARSIGHT , it cannot include any Ethereal units. If your army includes any ETHEREAL units, it cannot include COMMANDER FARSIGHT ."
        }
      ]
    },
    {
      "leaderId": "000001478",
      "leader": "Commander In Enforcer Battlesuit",
      "faction": "TAU",
      "slot": "leader",
      "bodyguardId": "000003699",
      "bodyguard": "Crisis Sunforge Battlesuits",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "For the Greater Good",
          "status": "manual",
          "text": "If your Army Faction is T'AU EMPIRE , at the start of your Shooting phase you can select units from your army with this ability to become Observer units. During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and Battle-shocked units) select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase. Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [IGNORES COVER] ability."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Enforcer Commander",
          "status": "not-applicable",
          "text": "While this model is leading a unit, each time a ranged attack targets that unit, worsen the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Battlesuit Support System",
          "status": "manual",
          "text": "The bearer's unit is eligible to shoot in a turn in which it Fell Back, but when doing so only models equipped with this wargear can make ranged attacks."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Shield Generator",
          "status": "manual",
          "text": "The bearer has a 4+ invulnerable save."
        },
        {
          "source": "Commander In Enforcer Battlesuit",
          "name": "Weapon Support System",
          "status": "manual",
          "text": "Each time the bearer makes a ranged attack, you can ignore any or all modifiers to the Hit roll."
        }
      ]
    },
    {
      "leaderId": "000001553",
      "leader": "Ministorum Priest",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000004189",
      "bodyguard": "Celestian Insidiants",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001553",
          "source": "Ministorum Priest",
          "name": "Righteous Smiting"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Ministorum Priest",
          "name": "Righteous Smiting",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Mission",
          "status": "manual",
          "text": "If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6\" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability."
        }
      ]
    },
    {
      "leaderId": "000000934",
      "leader": "Chaos Lord On Palanquin Of Nurgle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000004191",
      "bodyguard": "Red Corsairs Raiders",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Revolting Regeneration",
          "status": "manual",
          "text": "At the start of your Command phase, this model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000000936",
      "leader": "Dark Apostle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002571",
      "bodyguard": "Accursed Cultists",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000003812",
      "leader": "Ministorum Priest",
      "faction": "AoI",
      "slot": "support",
      "bodyguardId": "000004074",
      "bodyguard": "Sanctifiers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003812",
          "source": "Ministorum Priest",
          "name": "Holy Hatred"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Hatred",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        }
      ]
    },
    {
      "leaderId": "000002709",
      "leader": "Kor’sarro Khan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000071",
      "bodyguard": "Bladeguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kor’sarro Khan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "Trophy Taker",
          "status": "manual",
          "text": "This unit's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1 Re-roll wound rolls of 1."
        },
        {
          "source": "Kor’sarro Khan",
          "name": "For the Khan!",
          "status": "manual",
          "text": "This unit's ranged attacks have [ASSAULT] This unit's melee attacks have [LANCE]."
        }
      ]
    },
    {
      "leaderId": "000004239",
      "leader": "Runtherd",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000000017",
      "bodyguard": "Gretchin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Runtherd",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Runtherd",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Runtherd",
          "name": "That’ll Learn Ya (Once per battle round, per unit)",
          "status": "manual",
          "text": "When this unit becomes battle-shocked, if this unit contains 4+ Gretchin models, you can roll one D3: That number of Gretchin models in this unit are destroyed. This unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000003812",
      "leader": "Ministorum Priest",
      "faction": "AoI",
      "slot": "support",
      "bodyguardId": "000002683",
      "bodyguard": "Vigilant Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000003812",
          "source": "Ministorum Priest",
          "name": "Holy Hatred"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Hatred",
          "status": "applied",
          "text": "While this model is leading a unit, melee weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        }
      ]
    },
    {
      "leaderId": "000002794",
      "leader": "High Marshal Helbrecht",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "High Marshal Helbrecht",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "High Marshal",
          "status": "manual",
          "text": "At the start of the Fight phase, select up to one enemy unit engaged with this unit and roll one D6: On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4-5, that enemy unit suffers 3 mortal wounds . On a 6+, that enemy unit suffers D3+3 mortal wounds ."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Crusade of Wrath",
          "status": "manual",
          "text": "This unit's melee attacks have: +1 A . +1 S ."
        }
      ]
    },
    {
      "leaderId": "000002266",
      "leader": "Librarian",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002780",
      "bodyguard": "Fortis Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Librarian",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Librarian",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Librarian",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Librarian",
          "name": "Librarian (psyker level 1)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Librarian",
          "name": "Psychic Hood (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks."
        },
        {
          "source": "Librarian",
          "name": "Veil of Time (psychic level 1)",
          "status": "manual",
          "text": "When this unit is selected to make an advance move, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit can change that advance roll to a 6."
        },
        {
          "source": "Librarian",
          "name": "Force Dome (psychic level 1)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has 4+ InSv until the start of your next turn."
        }
      ]
    },
    {
      "leaderId": "000000925",
      "leader": "Huron Blackheart",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Huron Blackheart",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Huron Blackheart",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Huron Blackheart",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Huron Blackheart",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Huron Blackheart",
          "name": "Lord of Badab (Aura)",
          "status": "manual",
          "text": "While a friendly Heretic Astartes Infantry unit (excluding Battle-shocked units and Damned units) is within 6\" of this model, add 1 to the Objective Control characteristic of models in that unit."
        },
        {
          "source": "Huron Blackheart",
          "name": "Hamadrya’s Knowledge (Psychic)",
          "status": "manual",
          "text": "Once per battle round, when an enemy unit ends a Normal, Advance or Fall Back move within 8\" of this model's unit, if this model's unit is not within Engagement Range of one or more enemy units, it can make a Normal move of up to D3+3\"."
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002683",
      "bodyguard": "Vigilant Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000001579",
      "leader": "Inquisitor Eisenhorn",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002683",
      "bodyguard": "Vigilant Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Malus Codicium",
          "status": "manual",
          "text": "While this model is leading a unit, double the Attacks characteristic of melee weapons equipped by Daemonhost models in that unit.",
          "leading": true
        },
        {
          "source": "Inquisitor Eisenhorn",
          "name": "Dominate Will (Psychic)",
          "status": "manual",
          "text": "At the start of your opponent's Shooting phase, select one enemy INFANTRY unit that is within 12\" of and visible to this model and roll one D6: on a 1, this model suffers D3 mortal wounds; on a 2-5, until the end of the phase, each time a model in that unit makes an attack, subtract 1 from the Hit roll; on a 6, until the end of the phase, that unit is not eligible to shoot."
        }
      ]
    },
    {
      "leaderId": "000002794",
      "leader": "High Marshal Helbrecht",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "High Marshal Helbrecht",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "High Marshal",
          "status": "manual",
          "text": "At the start of the Fight phase, select up to one enemy unit engaged with this unit and roll one D6: On a 2-3, that enemy unit suffers D3 mortal wounds. On a 4-5, that enemy unit suffers 3 mortal wounds . On a 6+, that enemy unit suffers D3+3 mortal wounds ."
        },
        {
          "source": "High Marshal Helbrecht",
          "name": "Crusade of Wrath",
          "status": "manual",
          "text": "This unit's melee attacks have: +1 A . +1 S ."
        }
      ]
    },
    {
      "leaderId": "000002518",
      "leader": "Blade Champion",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004255",
      "bodyguard": "Sentinel Guard Sodality",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Blade Champion",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Blade Champion",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Blade Champion",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Blade Champion",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Blade Champion",
          "name": "Swift Onslaught",
          "status": "manual",
          "text": "This unit can: Re-roll advance rolls. Re-roll charge rolls."
        },
        {
          "source": "Blade Champion",
          "name": "Sword of the Throne",
          "status": "manual",
          "text": "At the start of the first battle round, select one enemy unit to be this model's mark : This model's attacks that target this model's mark have +1 to wound rolls. Each time this model's mark is destroyed, select one enemy unit to be this model's mark ."
        }
      ]
    },
    {
      "leaderId": "000001580",
      "leader": "Tech-priest Manipulus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000000848",
      "bodyguard": "Skitarii Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000001580",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000001611",
      "leader": "Chief Librarian Tigurius",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chief Librarian Tigurius",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Librarius",
          "status": "manual",
          "text": "ADEPTUS ASTARTES PSYKER units with this ability have a psyker level of 1 or higher, specified in that unit's abilities. Each psychic ability has a psychic level of 1 or higher, specified in that ability's name. In a battle round, a friendly ADEPTUS ASTARTES PSYKER unit can use a number of psychic abilities whose total psychic level does not exceed that PSYKER unit's psyker level . Example: In a battle round, a psyker level 3 PSYKER unit could use three psychic level 1 abilities, or one psychic level 1 ability and one psychic level 2 ability, or one psychic level 3 ability."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Chief Librarian (psyker level 3)",
          "status": "manual",
          "text": "This model has the psychic abilities listed in the Psychic Abilities section."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Hood of Hellfire (Psychic)",
          "status": "manual",
          "text": "This unit has Feel No Pain 4+ against psychic attacks and mortal wounds."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Prescience (psychic level 2)",
          "status": "manual",
          "text": "In your Movement phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . This unit has +1 Sv until the start of your next turn."
        },
        {
          "source": "Chief Librarian Tigurius",
          "name": "Telepathic Assault (psychic level 1)",
          "status": "manual",
          "text": "In your Shooting phase, if this unit is not battle-shocked, you can make a psychic roll for this unit by rolling one D6. If you do: On a 1, this unit is battle-shocked . Select one visible enemy unit within 24\" of this unit. That enemy unit suffers 2D3 mortal wounds."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000001526",
      "bodyguard": "Secutarii Peltasts",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000002542",
      "leader": "Yvraine",
      "faction": "AE",
      "slot": "leader",
      "bodyguardId": "000002531",
      "bodyguard": "Corsair Voidreavers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Yvraine",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Yvraine",
          "name": "Battle Focus",
          "status": "manual",
          "text": "If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size, as shown in the table below. BATTLE SIZE BATTLE FOCUS TOKENS Incursion 2 Strike Force 4 Onslaught 6 Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost. AGILE MANOEUVRES SWIFT AS THE WIND TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move . You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). EFFECT: Until the end of the phase, add 2\" to the Move characteristic of models in that unit. FLITTING SHADOWS TRIGGER: When an eligible unit from your army is selected to make a Normal , Advance or Fall Back move , is set up on the battlefield, or declares a charge . EFFECT: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit. STAR ENGINES TRIGGER: When an eligible VEHICLE unit from your army is selected to make an Advance move . EFFECT: Until the end of the turn, Ranged weapons equipped by this unit have the [ASSAULT] ability. SUDDEN STRIKE TRIGGER: When an eligible unit from your army ends a charge move. EFFECT: Until the end of the turn, each time a model in that unit makes a Pile-in or Consolidation move , it can move up to 6\" instead of up to 3\". OPPORTUNITY SEIZED TRIGGER: When an enemy unit ends a Fall Back move . EFFECT: One eligible unit from your army (excluding TITANIC units) that started the phase within Engagement Range of that enemy unit can make a Normal move of up to D6+1\". FADE BACK TRIGGER: In your opponent's Shooting phase , just after an enemy unit has shot. EFFECT: One eligible unit from your army (excluding TITANIC units) that was hit by one or more of those attacks can make a Normal move of up to D6+1\"."
        },
        {
          "source": "Yvraine",
          "name": "Disparate Paths",
          "status": "manual",
          "text": "When mustering your army, you can include Harlequins units in your army, even though they do not have the Asuryani Faction keyword. Unless otherwise stated, you cannot select HARLEQUINS or Ynnari as your Army Faction."
        },
        {
          "source": "Yvraine",
          "name": "Word of the Phoenix (Psychic)",
          "status": "manual",
          "text": "While this model is leading a unit, in your Command phase, roll one D6: on a 2+, D3+1 destroyed Bodyguard models (excluding Support Weapon models) are returned to that unit with their full wounds remaining.",
          "leading": true
        },
        {
          "source": "Yvraine",
          "name": "Herald of Ynnead",
          "status": "manual",
          "text": "At the start of the Fight phase, select one enemy unit within Engagement Range of this model. Until the end of the phase, each time a friendly AELDARI model makes an attack that targets that unit, you can re-roll a Wound roll of 1."
        },
        {
          "source": "Yvraine",
          "name": "SERVANT OF THE WHISPERING GOD",
          "status": "manual",
          "text": "If your army includes YVRAINE , it cannot include any Epic Hero units (excluding Ynnari units). If your army includes any EPIC HERO units (excluding YNNARI units), it cannot include YVRAINE ."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004212",
      "bodyguard": "Hastarii Fusiliers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000004187",
      "leader": "Captain Titus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001606",
      "bodyguard": "Assault Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain Titus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Captain Titus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain Titus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain Titus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain Titus",
          "name": "Press the Attack",
          "status": "manual",
          "text": "This unit's melee attacks have: [Sustained Hits 1: non-Monster/vehicle]. Or: If the assault doctrine is active for this unit, [Sustained Hits 1]."
        },
        {
          "source": "Captain Titus",
          "name": "Righteous Fury (Once per battle, per army)",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, this unit's melee attacks have +1 S , and when this unit has fought: This model heals D3 wounds. Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds."
        },
        {
          "source": "Captain Titus",
          "name": "Honour of Ultramar",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000000013",
      "leader": "Painboy",
      "faction": "ORK",
      "slot": "support",
      "bodyguardId": "000003861",
      "bodyguard": "Breaka Boyz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Painboy",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Painboy",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Painboy",
          "name": "Crude Surgery",
          "status": "manual",
          "text": "In your Command phase, this unit heals 3 wounds."
        },
        {
          "source": "Painboy",
          "name": "Catch Dat Red Bit (Once per battle, per unit)",
          "status": "manual",
          "text": "When this model uses its Crude Surgery ability, you can add D3 to the number of wounds healed. Place a Grot Orderly token next to the unit, removing it when this ability is used."
        }
      ]
    },
    {
      "leaderId": "000004039",
      "leader": "Chaos Lord On Disc Of Tzeentch",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004064",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnpMortal",
          "value": 5,
          "scope": "unit",
          "sourceId": "000004039",
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate"
        }
      ],
      "coverage": [
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Disc Of Tzeentch",
          "name": "Lord of Fate",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability against mortal wounds.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000002707",
      "leader": "Judiciar",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000001154",
      "bodyguard": "Vanguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Judiciar",
          "name": "Fights First",
          "status": "core-delegated",
          "text": "FIGHTS FIRST 24.13 Those possessed of lightning-fast reactions may strike before the opponent can react. While every model in a unit has this ability, that unit is a Fights First unit. See the Resolve Fights First Combats step in the Fight phase ( 12.04 )."
        },
        {
          "source": "Judiciar",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Judiciar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Judiciar",
          "name": "Tempormortis",
          "status": "manual",
          "text": "This unit has Fights First."
        }
      ]
    },
    {
      "leaderId": "000004187",
      "leader": "Captain Titus",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain Titus",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Captain Titus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain Titus",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain Titus",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain Titus",
          "name": "Press the Attack",
          "status": "manual",
          "text": "This unit's melee attacks have: [Sustained Hits 1: non-Monster/vehicle]. Or: If the assault doctrine is active for this unit, [Sustained Hits 1]."
        },
        {
          "source": "Captain Titus",
          "name": "Righteous Fury (Once per battle, per army)",
          "status": "manual",
          "text": "In the Fight phase, you can use this ability. If you do, this unit's melee attacks have +1 S , and when this unit has fought: This model heals D3 wounds. Or: If this model destroyed an enemy model this phase, this model heals 2D3 wounds."
        },
        {
          "source": "Captain Titus",
          "name": "Honour of Ultramar",
          "status": "manual",
          "text": "In the fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: On a 2+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003816",
      "bodyguard": "Deathwatch Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004248",
      "leader": "Kaius Konorius",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000004185",
      "bodyguard": "Victrix Honour Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Kaius Konorius",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Kaius Konorius",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Kaius Konorius",
          "name": "Veteran Bodyguard",
          "status": "manual",
          "text": "While this model is attached to a unit, other CHARACTER models in this unit have Feel No Pain 4+.",
          "leading": true
        },
        {
          "source": "Kaius Konorius",
          "name": "Calgar’s Champion",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        }
      ]
    },
    {
      "leaderId": "000000936",
      "leader": "Dark Apostle",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000000952",
      "bodyguard": "Chosen",
      "modelCount": 3,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Dark Apostle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Dark Apostle",
          "name": "Dark Zealotry",
          "status": "manual",
          "text": "While this unit is leading a unit and contains a DARK APOSTLE model, each time a model in that unit makes a melee attack, add 1 to the Wound roll."
        },
        {
          "source": "Dark Apostle",
          "name": "Demagogue",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly HERETIC ASTARTES unit that is Battle-shocked and within 12\" of this unit's DARK APOSTLE model. That unit is no longer Battle-shocked."
        },
        {
          "source": "Dark Apostle",
          "name": "Malign Sacrifice",
          "status": "manual",
          "text": "At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within Engagement Range of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 mortal wound; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000003712",
      "leader": "Cultist Firebrand",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002571",
      "bodyguard": "Accursed Cultists",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cultist Firebrand",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cultist Firebrand",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Cultist Firebrand",
          "name": "Fiery Faith",
          "status": "manual",
          "text": "While this model is leading a unit, you can re-roll Leadership tests taken for that unit.",
          "leading": true
        },
        {
          "source": "Cultist Firebrand",
          "name": "Cursed Flames",
          "status": "manual",
          "text": "In your Shooting phase, after this model has shot, select one enemy INFANTRY unit hit by one or more of those attacks. That unit must take a Battle-shock test."
        }
      ]
    },
    {
      "leaderId": "000001536",
      "leader": "Big Mek With Shokk Attack Gun",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000020",
      "bodyguard": "Tankbustas",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek With Shokk Attack Gun",
          "name": "Support Shokka",
          "status": "manual",
          "text": "While this model is within 3\" of a friendly Orks Infantry unit (excluding BIG MEK WITH SHOKK ATTACK GUN units), this model has Lone Operative."
        }
      ]
    },
    {
      "leaderId": "000002726",
      "leader": "Vulkan He’stan",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000126",
      "bodyguard": "Infernus Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Vulkan He’stan",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Seeker of the Unfound",
          "status": "manual",
          "text": "The first time this model is set up on the battlefield, select one objective on the battlefield. While this model is within range of that objective , this model has: 10 OC . 5+ Ld . Feel No Pain 4+."
        },
        {
          "source": "Vulkan He’stan",
          "name": "Forgefather",
          "status": "manual",
          "text": "In your Shooting phase, select one visible enemy unit within 24\" of this model. Friendly ADEPTUS ASTARTES units' [Melta]/[Torrent] attacks that target that enemy unit have +2 S ."
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002683",
      "bodyguard": "Vigilant Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000843",
      "bodyguard": "Fulgurite Electro-priests",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        },
        {
          "source": "Fulgurite Electro-priests",
          "name": "Electro-infusion",
          "status": "manual",
          "text": "While a CHARACTER model is leading this unit, each time an attack targets this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000004041",
      "leader": "Chaos Lord On Palanquin Of Nurgle",
      "faction": "CD",
      "slot": "leader",
      "bodyguardId": "000004064",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord On Palanquin Of Nurgle",
          "name": "Revolting Regeneration",
          "status": "manual",
          "text": "At the start of your Command phase, this model regains up to D3 lost wounds."
        }
      ]
    },
    {
      "leaderId": "000002477",
      "leader": "Technoarcheologist",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000849",
      "bodyguard": "Skitarii Vanguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Technoarcheologist",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Technoarcheologist",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Technoarcheologist",
          "name": "Seekers of Divine Arcana",
          "status": "manual",
          "text": "While this model is leading a unit, add 1 to the Objective Control characteristic of models in that unit.",
          "leading": true
        },
        {
          "source": "Technoarcheologist",
          "name": "Cogitative Instincts",
          "status": "manual",
          "text": "Enemy units that are set up on the battlefield as Reinforcements cannot be set up within 12\" horizontally of this model."
        }
      ]
    },
    {
      "leaderId": "000000839",
      "leader": "Tech-priest Dominus",
      "faction": "AdM",
      "slot": "leader",
      "bodyguardId": "000004211",
      "bodyguard": "Hastarii Exterminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "fnp",
          "value": 5,
          "scope": "unit",
          "sourceId": "000000839",
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Dominus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Lord of the Machine Cult",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability. If that unit has the Electro-Priests keyword, models in that unit have the Feel No Pain 4+ ability instead.",
          "leading": true
        },
        {
          "source": "Tech-priest Dominus",
          "name": "Data-spike",
          "status": "manual",
          "text": "At the start of the Fight phase, you can select one enemy VEHICLE unit within Engagement Range of this model's unit and roll one D6: on a 4+, that enemy unit suffers D6 mortal wounds and, until the end of the phase, the Weapon Skill characteristic of melee weapons equipped by that enemy unit is worsened by 1."
        }
      ]
    },
    {
      "leaderId": "000003939",
      "leader": "Cadian Command Squad",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003948",
      "bodyguard": "Cadian Shock Troops",
      "modelCount": 5,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Cadian Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Cadia Stands!",
          "status": "manual",
          "text": "While this unit contains an OFFICER , each time a ranged attack targets this unit, if this unit is within range of an objective marker you control, models in this unit have the Benefit of Cover against that attack."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Medi-pack",
          "status": "manual",
          "text": "At the start of your Command phase, if the bearer's unit is below its Starting Strength, you can return up to D3 destroyed PLATOON models (excluding CHARACTERS ) to this unit."
        },
        {
          "source": "Cadian Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Cadian Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000002677",
      "leader": "Ancient In Terminator Armour",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000000318",
      "bodyguard": "Wolf Guard Terminators",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Ancient In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Raise the Banner",
          "status": "manual",
          "text": "At the end of your Movement phase, if this unit is controlling an objective, that objective is secured."
        },
        {
          "source": "Ancient In Terminator Armour",
          "name": "Never Shall the Standard Fall",
          "status": "manual",
          "text": "While this unit is within range of an objective, attacks that target this unit with a S greater than this unit's T have -1 to wound rolls."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002255",
      "bodyguard": "Sternguard Veteran Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000000073",
      "leader": "Captain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002798",
      "bodyguard": "Sword Brethren Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain",
          "name": "Finest Hour (Once per battle, per unit)",
          "status": "manual",
          "text": "In the Fight phase, when this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have: +3 A . [Devastating Wounds]."
        },
        {
          "source": "Captain",
          "name": "Relic Shield",
          "status": "manual",
          "text": "This model has +1 W ."
        }
      ]
    },
    {
      "leaderId": "000002702",
      "leader": "Captain on Bike",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000241",
      "bodyguard": "Ravenwing Black Knights",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Captain on Bike",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Captain on Bike",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Captain on Bike",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Captain on Bike",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Captain on Bike",
          "name": "Into the Fray",
          "status": "manual",
          "text": "If this unit made a charge move this turn, this unit's melee attacks have [cleave 1]."
        }
      ]
    },
    {
      "leaderId": "000003707",
      "leader": "Big Mek",
      "faction": "ORK",
      "slot": "leader",
      "bodyguardId": "000000045",
      "bodyguard": "Flash Gitz",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Big Mek",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Big Mek",
          "name": "Waaagh!",
          "status": "manual",
          "text": "Friendly ORKS units with this ability can: Re-roll advance rolls. Become riled up , as stated in other rules. While a unit is riled up : That unit has 5+ InSv . That unit's ranged attacks have [ASSAULT]. When that unit is selected to make an advance move , that advance move does not prevent that unit from being eligible to declare a charge . War Cry (Once per battle, per army): At the start of the Command phase, you can use this ability. If you do, friendly ORKS units with the Waaagh! ability are riled up until the end of the next turn."
        },
        {
          "source": "Big Mek",
          "name": "More Dakka",
          "status": "manual",
          "text": "This unit's ranged attacks have: [Ignores Cover]. If this unit is riled up, [Sustained Hits 1]."
        },
        {
          "source": "Big Mek",
          "name": "Shokk-boosta",
          "status": "manual",
          "text": "In your Movement phase, when this unit is selected to make an advance move, you can use this ability. If you do: This unit can change that advance roll to a 6. This unit can move through all types of model. When this unit ends that advance move , make a hazard roll for each model in this unit."
        }
      ]
    },
    {
      "leaderId": "000001447",
      "leader": "Shield-Captain",
      "faction": "AC",
      "slot": "leader",
      "bodyguardId": "000004250",
      "bodyguard": "Custodian Guard Sodality with Adrasite Spears",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Shield-Captain",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Shield-Captain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Shield-Captain",
          "name": "Aquila Commander",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Shield-Captain",
          "name": "Aegis of the Emperor",
          "status": "manual",
          "text": "Friendly Adeptus Custodes units with this ability have Feel No Pain 5+ against mortal wounds ."
        },
        {
          "source": "Shield-Captain",
          "name": "Martial Ka’tah",
          "status": "manual",
          "text": "At the start of your Command phase, friendly Adeptus Custodes units with this ability are readied . While a friendly unit is readied , you can select one of the ka'tah abilities presented below for that unit to use. If you do, that unit is no longer readied . Each ka'tah ability will tell you when that ka'tah ability can be used, and the effects that ka'tah ability has on the unit using it. We recommend placing a token next to each readied unit, removing it when that unit is no longer readied . Favoured Ka'tah Many of the most prominent shield hosts favour a specific martial ka'tah above all others. All detachments tagged 'Unique: Shield Host' state a Favoured Ka'tah. If you selected one of these detachments , the ka'tah ability that is the Favoured Ka'tah of that detachment grants the additional effect listed in that detachment . Example: If you selected the Solar Watch detachment , when you select the Calistus ka'tah ability for a readied unit, that unit has +2\" M in addition to the normal effect of Calistus."
        },
        {
          "source": "Shield-Captain",
          "name": "Master of Ka’tahs (Once per battle round, per unit)",
          "status": "manual",
          "text": "If this unit is not readied, you can use this ability. If you do, this unit is readied ."
        },
        {
          "source": "Shield-Captain",
          "name": "Vengeful Surge (Once per battle, per unit)",
          "status": "manual",
          "text": "In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit lost a wound as a result of those attacks, this unit can make a surge move of up to D6+2\"."
        },
        {
          "source": "Shield-Captain",
          "name": "Praesidium Shield",
          "status": "manual",
          "text": "Attacks allocated to this model have -1 D ."
        }
      ]
    },
    {
      "leaderId": "000003938",
      "leader": "Cadian Castellan",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003976",
      "bodyguard": "Kasrkin",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "SUSTAINED HITS 1"
          ],
          "filter": {
            "type": "ranged"
          },
          "scope": "unit",
          "sourceId": "000003938",
          "source": "Cadian Castellan",
          "name": "Senior Officer"
        }
      ],
      "coverage": [
        {
          "source": "Cadian Castellan",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Cadian Castellan",
          "name": "Senior Officer",
          "status": "applied",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [SUSTAINED HITS 1] ability.",
          "leading": true
        },
        {
          "source": "Cadian Castellan",
          "name": "Get Back in the Fight",
          "status": "manual",
          "text": "While this model is leading a unit, that unit is eligible to shoot in a turn in which it Fell Back.",
          "leading": true
        },
        {
          "source": "Cadian Castellan",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue 2 Orders to Regiment units."
        }
      ]
    },
    {
      "leaderId": "000002605",
      "leader": "Lord Solar Leontus",
      "faction": "AM",
      "slot": "leader",
      "bodyguardId": "000002613",
      "bodyguard": "Death Korps Of Krieg",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Lord Solar Leontus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "Voice of Command",
          "status": "manual",
          "text": "If your Army Faction is ASTRA MILITARUM , Officer models with this ability can issue Orders. Each OFFICER 's datasheet will specify how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6\" of that Officer model to issue it to. OFFICER models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield. Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to Battle-shocked units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only ASTRA MILITARUM models gain the benefit of an Order issued to their unit. Move! Move! Move! M +3\" Add 3\" to the Move characteristic of models in this unit. Fix Bayonets! WS +1 Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Take Aim! BS +1 Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. First Rank, Fire! Second Rank, Fire! A +1 Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1. Take Cover! SV +1 Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+). Duty and Honour! LD +1 OC +1 Improve the Leadership and Objective Control characteristics of models in this unit by 1."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Lord Solar",
          "status": "manual",
          "text": "At the start of your Command phase, if this model is on the battlefield, you gain 1CP."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "The Collegiate Astrolex",
          "status": "manual",
          "text": "After both players have deployed their armies, select up to three ASTRA MILITARUM units from your army and redeploy them. When doing so, you can set those units up in Strategic Reserves if you wish, regardless of how many units are already in Strategic Reserves."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "SUPREME COMMANDER",
          "status": "manual",
          "text": "If this model is in your army, it must be your WARLORD ."
        },
        {
          "source": "Lord Solar Leontus",
          "name": "ORDERS",
          "status": "manual",
          "text": "This OFFICER can issue up to 3 Orders to: Regiment units Squadron units Titanic units"
        }
      ]
    },
    {
      "leaderId": "000002760",
      "leader": "Inquisitor In Terminator Armour",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002767",
      "bodyguard": "Inquisitorial Agents",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Blessed Wardings",
          "status": "manual",
          "text": "While the bearer is leading a unit, models in that unit have a 6+ invulnerable save."
        },
        {
          "source": "Inquisitor In Terminator Armour",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        },
        {
          "source": "Inquisitorial Agents",
          "name": "Loyal Henchmen",
          "status": "manual",
          "text": "While an Inquisitor model is leading this unit, each time an attack is made against this unit, subtract 1 from the Wound roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000877",
      "leader": "Inquisitor",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003826",
      "bodyguard": "Indomitor Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "inv",
          "value": 6,
          "scope": "unit",
          "sourceId": "000000877",
          "source": "Inquisitor",
          "name": "Blessed Wardings"
        }
      ],
      "coverage": [
        {
          "source": "Inquisitor",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any Transport that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Power of the Rosette",
          "status": "manual",
          "text": "Each time you target this model's unit with a Stratagem, roll one D6: on a 3+, you gain 1CP."
        },
        {
          "source": "Inquisitor",
          "name": "Blessed Wardings",
          "status": "applied",
          "text": "While this model is leading a unit, models in that unit have the 6+ invulnerable save.",
          "leading": true
        },
        {
          "source": "Inquisitor",
          "name": "Psychic Gifts",
          "status": "manual",
          "text": "The bearer has the PSYKER keyword."
        }
      ]
    },
    {
      "leaderId": "000000929",
      "leader": "Chaos Lord",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000002570",
      "bodyguard": "Legionaries",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaos Lord",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaos Lord",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Chaos Lord",
          "name": "Lord of Chaos",
          "status": "manual",
          "text": "Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP."
        },
        {
          "source": "Chaos Lord",
          "name": "Chance for Glory",
          "status": "manual",
          "text": "Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour Penetration and Damage characteristics of melee weapons equipped by this model by 1."
        }
      ]
    },
    {
      "leaderId": "000003815",
      "leader": "Watch Master",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000003827",
      "bodyguard": "Spectrus Kill Team",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Watch Master",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Watch Master",
          "name": "Watch Master",
          "status": "manual",
          "text": "This model's attacks that target a CHARACTER unit can: Re-roll hit rolls of 1. Re-roll wound rolls of 1."
        },
        {
          "source": "Watch Master",
          "name": "Strategic Acumen",
          "status": "manual",
          "text": "In your Command phase, you can use this ability. If you do, select one combat doctrine to be active for this unit until the start of your next Command phase."
        },
        {
          "source": "Watch Master",
          "name": "Purgatus Quarry",
          "status": "manual",
          "text": "At the start of the first battle round, select up to one enemy unit to be this unit's hunted : This unit's attacks that target this unit's hunted unit can re-roll wound rolls of 1. Each time this unit's hunted is destroyed, select up to one enemy unit to be this unit's hunted ."
        }
      ]
    },
    {
      "leaderId": "000000874",
      "leader": "Inquisitor Greyfax",
      "faction": "AoI",
      "slot": "leader",
      "bodyguardId": "000002683",
      "bodyguard": "Vigilant Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Inquisitor Greyfax",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Assigned Agents",
          "status": "manual",
          "text": "If your Army Faction is AGENTS OF THE IMPERIUM , then in the Select Detachment Rules step, you can select one of the available Detachments from this book as normal. 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. BATTLE SIZE RETINUE UNITS CHARACTER UNITS REQUISITIONED UNITS Incursion 1 1 1 Strike Force 2 2 1 Onslaught 3 3 2 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."
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Authority of the Inquisition",
          "status": "manual",
          "text": "While this model is leading a unit, it can embark within any TRANSPORT that its Bodyguard unit can embark within.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "Psyoculum",
          "status": "manual",
          "text": "While this model is leading a unit, ranged weapons equipped by models in that unit have the [ANTI-PSYKER 4+] ability.",
          "leading": true
        },
        {
          "source": "Inquisitor Greyfax",
          "name": "No Mercy",
          "status": "manual",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack that targets a unit that is Below Half-strength, add 1 to the Hit roll.",
          "leading": true
        }
      ]
    },
    {
      "leaderId": "000000151",
      "leader": "Commander Dante",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000000165",
      "bodyguard": "Sanguinary Guard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Commander Dante",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Commander Dante",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Commander Dante",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Commander Dante",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Commander Dante",
          "name": "Death Mask of Sanguinius",
          "status": "manual",
          "text": "At the start of the Fight phase, each enemy unit within 6\" of this model makes a battle-shock roll, with -1 to that battle-shock roll ."
        },
        {
          "source": "Commander Dante",
          "name": "Warden of the Imperium Nihilus",
          "status": "manual",
          "text": "The assault doctrine and tactical doctrine are active for this unit in addition to any other combat doctrine."
        }
      ]
    },
    {
      "leaderId": "000000928",
      "leader": "Fabius Bile",
      "faction": "CSM",
      "slot": "leader",
      "bodyguardId": "000003713",
      "bodyguard": "Cultist Mob with Firearms",
      "modelCount": 2,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Fabius Bile",
          "name": "Feel No Pain",
          "status": "core-delegated",
          "text": "FEEL NO PAIN 24.12 The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal. This ability always takes the form Feel No Pain X+ . Each time a model with this ability would lose a wound, roll one D6: on an X+ , that wound is not lost."
        },
        {
          "source": "Fabius Bile",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Fabius Bile",
          "name": "Dark Pacts",
          "status": "manual",
          "text": "If your Army Faction is HERETIC ASTARTES , each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [LETHAL HITS] [SUSTAINED HITS 1]"
        },
        {
          "source": "Fabius Bile",
          "name": "Enhanced Warriors",
          "status": "manual",
          "text": "If this unit is attached to a unit at the start of the battle, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by Bodyguard models in that unit and add 1 to the Toughness characteristic of Bodyguard models in that unit."
        },
        {
          "source": "Fabius Bile",
          "name": "Surgeon Acolyte",
          "status": "manual",
          "text": "Once per turn, when an attack is allocated to a model in this unit, if this unit contains FABIUS BILE , you can change the Damage characteristic of that attack to 0."
        },
        {
          "source": "Fabius Bile",
          "name": "Chirurgeon",
          "status": "manual",
          "text": "The first time this unit's FABIUS BILE model is destroyed, at the end of the phase, roll one D6: on a 2+, set it back up on the battlefield, as close as possible to where it was destroyed and not within Engagement Range of any enemy models, with its full wounds remaining."
        }
      ]
    },
    {
      "leaderId": "000002773",
      "leader": "Apothecary",
      "faction": "SM",
      "slot": "support",
      "bodyguardId": "000003698",
      "bodyguard": "Inner Circle Companions",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "You can attach this model to one of the above units even if one CAPTAIN, CHAPTER MASTER or LIEUTENANT model 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.",
      "effects": [],
      "coverage": [
        {
          "source": "Apothecary",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Apothecary",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Apothecary",
          "name": "Narthecium",
          "status": "manual",
          "text": "In your Command phase, this unit heals D3+1 wounds."
        }
      ]
    },
    {
      "leaderId": "000001174",
      "leader": "Chaplain",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000001157",
      "bodyguard": "Intercessor Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Chaplain",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Chaplain",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Chaplain",
          "name": "Litany of Hate",
          "status": "manual",
          "text": "This unit's melee attacks have [Lance]."
        },
        {
          "source": "Chaplain",
          "name": "Spiritual Leader (Once per battle round, per unit)",
          "status": "manual",
          "text": "At the start of any phase, you can select one friendly battle-shocked ADEPTUS ASTARTES unit within 6\" of this model. That unit is no longer battle-shocked ."
        }
      ]
    },
    {
      "leaderId": "000002478",
      "leader": "Skitarii Marshal",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000848",
      "bodyguard": "Skitarii Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000002478",
          "source": "Skitarii Marshal",
          "name": "Control Edict"
        }
      ],
      "coverage": [
        {
          "source": "Skitarii Marshal",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Control Edict",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Skitarii Marshal",
          "name": "Servo-skull Uplink",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000003840",
      "leader": "Tech-priest Manipulus",
      "faction": "QI",
      "slot": "leader",
      "bodyguardId": "000003842",
      "bodyguard": "Skitarii Rangers",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000003840",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    },
    {
      "leaderId": "000003941",
      "leader": "Krieg Command Squad",
      "faction": "GC",
      "slot": "leader",
      "bodyguardId": "000003977",
      "bodyguard": "Krieg Combat Engineers",
      "modelCount": 6,
      "profileMappingError": "Bitte jeder Teilgruppe ein passendes Modellprofil zuordnen.",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Krieg Command Squad",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Grim Determination",
          "status": "manual",
          "text": "While this unit contains an OFFICER , you can target this unit with Stratagems even while it is Battle-shocked and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Master Vox",
          "status": "manual",
          "text": "Each time the OFFICER in the bearer's unit issues an Order, it can issue it to an eligible unit up to 24\" away."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Alchemyk Counteragents",
          "status": "manual",
          "text": "The bearer's unit has the Feel No Pain 6+ ability against mortal wounds."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Regimental Standard",
          "status": "manual",
          "text": "Add 1 to the Objective Control characteristic of models in the bearer's unit."
        },
        {
          "source": "Krieg Command Squad",
          "name": "Servo-scribes",
          "status": "manual",
          "text": "Once per battle, when issuing an Order, the Lord Commissar can issue one additional Order. Designer's Note: Place a Servo-scribes token next to the unit, removing it when this ability has been used."
        },
        {
          "source": "Krieg Command Squad",
          "name": "ORDERS",
          "status": "manual",
          "text": "This unit's OFFICER can issue 1 Order to a Regiment unit."
        }
      ]
    },
    {
      "leaderId": "000001553",
      "leader": "Ministorum Priest",
      "faction": "AS",
      "slot": "leader",
      "bodyguardId": "000002507",
      "bodyguard": "Sisters Novitiate Squad",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "modifier",
          "roll": "wound",
          "value": 1,
          "filter": {
            "type": "melee"
          },
          "scope": "unit",
          "sourceId": "000001553",
          "source": "Ministorum Priest",
          "name": "Righteous Smiting"
        }
      ],
      "coverage": [
        {
          "source": "Ministorum Priest",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Ministorum Priest",
          "name": "Acts of Faith",
          "status": "manual",
          "text": "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. $FAQ$ 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 Example: Instead of rolling 2D6 to take a unit's Battle-shock test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the unit's Battle-shock test would be determined by rolling one D6 and adding 4 to it (i.e. it would be D6+4)."
        },
        {
          "source": "Ministorum Priest",
          "name": "Righteous Smiting",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.",
          "leading": true
        },
        {
          "source": "Ministorum Priest",
          "name": "Zealot",
          "status": "manual",
          "text": "Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3."
        },
        {
          "source": "Ministorum Priest",
          "name": "Holy Mission",
          "status": "manual",
          "text": "If this model is attached to a DOMINION SQUAD during the Declare Battle Formations step, it gains the Scouts 6\" ability. If this model is attached to a SISTERS NOVITIATE SQUAD during the Declare Battle Formations step, it gains the Infiltrators ability."
        }
      ]
    },
    {
      "leaderId": "000004246",
      "leader": "Marneus Calgar",
      "faction": "SM",
      "slot": "leader",
      "bodyguardId": "000002772",
      "bodyguard": "Company Heroes",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [],
      "coverage": [
        {
          "source": "Marneus Calgar",
          "name": "Deep Strike",
          "status": "core-delegated",
          "text": "DEEP STRIKE 24.09 There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation. Each time this unit makes an ingress move ( 20.04 ), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8\" horizontally from all enemy units, even if that is within your opponent's deployment zone."
        },
        {
          "source": "Marneus Calgar",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Marneus Calgar",
          "name": "Combat Doctrines",
          "status": "manual",
          "text": "At the start of your Command phase, you can select one combat doctrine listed below. If you do, that combat doctrine is active for friendly ADEPTUS ASTARTES units with this ability until the start of your next Command phase. ASSAULT DOCTRINE When this unit is selected to make an advance move , that advance move does not prevent this unit from being eligible to declare a charge . DEVASTATOR DOCTRINE This unit's ranged attacks have [ASSAULT] . TACTICAL DOCTRINE When this unit is selected to make a fall-back move , that fall-back move does not prevent this unit from being eligible to shoot and eligible to declare a charge . Unless otherwise stated: You can only select each combat doctrine once per battle. Only one combat doctrine can be active for each unit. If a rule makes a combat doctrine active for a unit, any combat doctrine previously active for that unit is no longer active for that unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Transhuman Strategist",
          "status": "manual",
          "text": "At the start of the battle round, if a model with this ability is your WARLORD , gain 1CP."
        },
        {
          "source": "Marneus Calgar",
          "name": "Codex Adept",
          "status": "manual",
          "text": "The assault doctrine, devastator doctrine and tactical doctrine are active for this unit."
        },
        {
          "source": "Marneus Calgar",
          "name": "Master Tactician",
          "status": "manual",
          "text": "In your Movement phase, you can select one visible friendly ADEPTUS ASTARTES unit within 9\" of this model, and select one combat doctrine. That combat doctrine is active for that unit until the start of your next Command phase."
        },
        {
          "source": "Marneus Calgar",
          "name": "Thunderhawk Insertion",
          "status": "manual",
          "text": "In the Declare Battle Formations step, you can select one friendly Gravis/Phobos/Tacticus unit. That unit has Deep Strike."
        }
      ]
    },
    {
      "leaderId": "000002478",
      "leader": "Skitarii Marshal",
      "faction": "AdM",
      "slot": "support",
      "bodyguardId": "000000849",
      "bodyguard": "Skitarii Vanguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "reroll",
          "roll": "hit",
          "value": "failures",
          "filter": {},
          "scope": "unit",
          "sourceId": "000002478",
          "source": "Skitarii Marshal",
          "name": "Control Edict"
        }
      ],
      "coverage": [
        {
          "source": "Skitarii Marshal",
          "name": "Support",
          "status": "core-delegated",
          "text": "SUPPORT 24.34 Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Skitarii Marshal",
          "name": "Control Edict",
          "status": "applied",
          "text": "While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the Hit roll.",
          "leading": true
        },
        {
          "source": "Skitarii Marshal",
          "name": "Servo-skull Uplink",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, you can select one friendly Skitarii unit that is Battle-shocked and within 6\" of this model. That unit is no longer Battle-shocked."
        }
      ]
    },
    {
      "leaderId": "000003840",
      "leader": "Tech-priest Manipulus",
      "faction": "QI",
      "slot": "leader",
      "bodyguardId": "000003843",
      "bodyguard": "Skitarii Vanguard",
      "modelCount": 1,
      "profileMappingError": "",
      "additionalRestrictions": "",
      "effects": [
        {
          "kind": "grant",
          "grants": [
            "LETHAL HITS"
          ],
          "filter": {},
          "scope": "unit",
          "sourceId": "000003840",
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field"
        }
      ],
      "coverage": [
        {
          "source": "Tech-priest Manipulus",
          "name": "Doctrina Imperatives",
          "status": "manual",
          "text": "At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below. Protector Imperative Ranged weapons equipped by models in this unit have the [HEAVY] ability. Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1. Each time a melee attack targets this unit, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, subtract 1 from the Hit roll . Conqueror Imperative Ranged weapons equipped by models in this unit have the [ASSAULT] ability. Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1. Each time a model in this unit makes an attack, if this unit has the BATTLELINE keyword and/or it is within 6\" of one or more friendly ADEPTUS MECHANICUS BATTLELINE units, improve the Armour Penetration characteristic of that attack by 1."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Leader",
          "status": "core-delegated",
          "text": "LEADER 24.22 Mighty heroes fight at the forefront of battle. Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead . That unit will then lead that bodyguard unit for the battle and form an attached unit with it. Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it."
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Galvanic Field",
          "status": "applied",
          "text": "While this model is leading a unit, weapons equipped by models in that unit have the [LETHAL HITS] ability.",
          "leading": true
        },
        {
          "source": "Tech-priest Manipulus",
          "name": "Defend the Divine Work",
          "status": "manual",
          "text": "Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, all models in this model's unit have a 4+ invulnerable save."
        }
      ]
    }
  ]
}