TEXT: 1
  IMPERIAL ARMOUR – INDEX: XENOS
  WARHAMMER 40,000 – IMPERIAL ARMOUR
  INDEX: XENOS
  Official Update Version 1.4
  Although we strive to ensure that our rules are perfect, 
  sometimes mistakes do creep in, or the intent of a rule 
  isn’t as clear as it might be. These documents collect 
  amendments to the rules and present our responses to 
  players’ frequently asked questions. As they’re updated 
  regularly, each has a version number; when changes 
  are made, the version number will be updated, and any 
  changes from the previous version will be highlighted 
  in magenta. Where a version number has a letter, 
  e.g. 1.1a, this means it has had a local update, only in 
  that language, to clarify a translation issue or other 
  minor correction.
  ERRATA
  Page 14 – Gauss Pylon
  Change this unit’s Immobile ability to read:
  ‘This model cannot move for any reason, except when it 
  is set up using the Teleportation Matrix ability, nor can 
  it fight in the Fight phase. Enemy models automatically 
  hit this model in the Fight phase – do not make hit rolls. 
  It can, except when firing Overwatch, also still fire its 
  weapons if enemy units are within 1” of it (but only its 
  tesla arc can target units that are within 1” of it – its 
  other guns must target other units). In addition, friendly 
  units can still target enemy units that are within 1” of 
  this model.’
  Page 17 – Malanthrope, Power Rating
  Change this model’s Power Rating to read ‘5’.
  Page 17 – Malanthrope, Shrouding Spores
  Change the first sentence of this ability to read:
  ‘Your opponent must subtract 1 from hit rolls for ranged 
  weapons that target <Hive Fleet> units within 3" of any 
  friendly <Hive Fleet> Malanthropes.’
  Page 17 – Malanthrope, Keywords
  Add ‘Fly’.
  Pages 17 and 83 – Grasping Talons and 
  Thorax Spine-maw
  Change the abilities text to read:
  ‘When targeting Infantry units, each hit roll of 6+ 
  made with this weapon is resolved at Strength x2 and 
  Damage D6.’
  Pages 18 and 83 – Bio-flail
  Change the abilities text to read:
  ‘Each time the bearer fights, one (and only one) of its 
  attacks can be made with this weapon. When the bearer 
  fights with this weapon, make a number of hit rolls 
  against one target unit equal to the number of models 
  that the target unit has within 2" of the bearer.’
  Page 18 – Meiotic Spores, Outriders of the Swarm 
  Change this ability to read: 
  ‘When you set up this unit during deployment, it can 
  be set up anywhere on the battlefield that is more 
  than 9” from the enemy deployment zone and any 
  enemy models.’ 
  Pages 19, 21 and 83 – Massive Scything Talons
  Change the second sentence of the abilities text to read:
  ‘If the bearer has more than one pair of massive 
  scything talons, it can make 1 additional attack with 
  them each time it fights.’
  Page 19 – Barbed Hierodule
  Change the description to read:
  ‘A Barbed Hierodule is a single model equipped with 
  two bio-cannons and massive scything talons.’
  Page 19 – Harridan
  Change the description to read:
  ‘A Harridan is a single model equipped with two bio-
  cannons and massive scything talons.’
  Pages 20, 82 and 83 – Monstrous Scything Talons
  Change the name of this weapon to read ‘gargantuan 
  scything talons’.
  Page 20 – Hierophant Bio-titan
  Change the Ballistic Skill characteristic to read ‘3+’.
  Page 21 – Scythed Hierodule
  Change the description to read:
  ‘A Scythed Hierodule is a single model equipped with 
  bio-acid spray and two pairs of massive scything talons.’
  Page 23 – Mob Rule
  Change the second sentence to read:
  ‘When using the Leadership characteristic of this unit, 
  you can either use its own Leadership characteristic, 
  or you can choose for the characteristic to be equal to 
  either the number of models in the unit or the number 
  of models in another friendly unit within 6” that has 
  this ability.’
  
  2
  IMPERIAL ARMOUR – INDEX: XENOS
  Page 24-34 – Datasheets
  Add the following ability:
  ‘Dakka! Dakka! Dakka! (see Codex: Orks)’
  Page 24 – Zhadsnark da Rippa, Waaagh!
  Change this ability to read:
  ‘Friendly Evil Sunz Infantry units within 6" of this 
  model at the start of the Charge phase can charge even 
  if they Advanced this turn.’
  Page 24 – Zhadsnark da Rippa, Keywords
  Add ‘Speed Freeks’.
  Page 24 – Ork Mek Boss Buzzgob, Big Mekaniak
  Change this ability to read:
  ‘At the end of your Movement phase, this model can 
  repair a single friendly Goff Vehicle model within 3". 
  That model regains D3 lost wounds. A model can only 
  be repaired once per turn.’
  Page 27 – Squiggoth, Stampede!
  Change this to read:
  ‘Each time this model finishes a charge move, roll a D6 
  for each enemy unit within 1" of it; on a 2+ that unit 
  suffers D3 mortal wounds.’
  Page 28 – Meka-Dread, Wargear Options
  Change the first bullet point to read:
  ‘•  The Meka-Dread may replace one of its rippa klaws 
  with one of the following weapons: killkannon, big 
  zzappa, shunta or ratler kannon.’
  Change the second bullet point to read:
  ‘•  The Meka-Dread must take one of the following: 
  rokkit-bomms, two big shootas, the Mega Charga 
  ability or a Kustom Force Field.’
  Pages 28, 33 and 85 – Lifta-droppa 
  Add the following to the abilities text of this weapon in 
  all instances:
  ‘Roll against a unit’s Toughness characteristic instead if 
  its Strength characteristic is ‘-‘.’
  Pages 29, 34 and 85 – Killkannon
  Change this weapon’s Type to read ‘Heavy D6’.
  Page 32 – ‘Chinork’ Warkopta, Abilities
  Add the following datasheet to the datasheet:
  ‘Open-topped: Models embarked on this model can 
  attack in their Shooting phase. Measure the range and 
  line of sight from any point on this model’s base. When 
  they do so, any restrictions or modifiers that apply to 
  this model also apply to its passengers; for example, the 
  passengers cannot shoot if this model has Fallen Back 
  in the same turn, cannot shoot (except with Pistols) if 
  this model is within 1" of an enemy unit, and so on. Note 
  that passengers cannot shoot if this model Falls Back, 
  even though the ‘Chinork’ Warkopta itself can.’
  Page 33 – Kustom Stompa, Bigger ’n’ Stompier
  Change this ability to read:
  ‘This model can Fall Back in the Movement phase and 
  still shoot and/or charge in the same turn. When this 
  model Falls Back, it can move over enemy Infantry 
  and Swarm models, though it must end its move more 
  than 1" from any enemy units. In addition, this model 
  can move and fire Heavy weapons without suffering the 
  penalty to its hit rolls. Finally, this model only gains a 
  bonus to its saving throws for being in cover if at least 
  half of the model is obscured from the firer.’
  Page 34 – Gargantuan Squiggoth, Stampede!
  Change this to read:
  ‘Each time this model finishes a charge move, roll a D6 
  for each enemy unit within 1" of it; on a 2+ that unit 
  suffers D6 mortal wounds.’
  Pages 34 and 85 – Supa-lobba
  Add the following ability to this weapon in all instances:
  ‘This weapon can target units that are not visible to 
  the bearer.’
  Page 34 – Gargantuan Squiggoth
  Change this unit’s Transport ability to read: 
  ‘The Gargantuan Squiggoth can carry 20 Flash Gitz 
  or <Clan> Infantry models. It may not carry Mega 
  Armour or Jump Pack models.’
  Page 40 – Shas’o R’myr, Upgraded Shield Generator
  Change this to read:
  ‘Shas’o R’myr has a 4+ invulnerable save. This 
  is increased to a 3+ invulnerable save against 
  melee weapons.’
  Page 41 – Shas’o R’alai
  Change the first sentence of the description to read:
  ‘Shas’o R’alai is a single model equipped with 
  an experimental pulse submunitions rifle and a 
  drone controller.’
  Add the following abilities:
  ‘Stable Platform: Blacklight Marker Drones do not 
  suffer the penalty for moving and firing Heavy weapons.
  Photon Casters: Any enemy unit that declares a charge 
  against any units that have this ability must reduce its 
  charge range by 2" for that phase.’
  Change this datasheet’s keywords to read:
  ‘Keywords (Shas’o R’alai): Battlesuit, Commander, 
  Character, Jet Pack, Fly, Shas’o R’alai
  Keywords (Blacklight Marker Drone): Drone, Fly, 
  Blacklight Marker Drone’
  
  3
  IMPERIAL ARMOUR – INDEX: XENOS
  Pages 41, 42, 43, 44, 45, 46, 49, 50 and 51 – 
  Saviour Protocols
  Change this to read:
  ‘If a <Sept> Infantry or <Sept> Battlesuit unit 
  within 3" of a friendly <Sept> Drones unit is wounded 
  by an enemy attack, roll a D6. On a 2+ you can allocate 
  that wound to the Drones unit instead of the target. If 
  you do, that Drones unit suffers a mortal wound instead 
  of the normal damage.’
  Page 44 – XV9 Hazard Support Team, Photon Casters
  Change this to read:
  ‘Any enemy unit that declares a charge against any units 
  that have this ability must reduce its charge range by 2" 
  for that phase.’
  Pages 45 and 46 – XV109 Y’vahra Battlesuit and XV107 
  R’varna Battlesuit
  Add the following to the end of the MV52 Shield 
  Generator and Shield Generator abilities:
  ‘In addition, roll a D6 each time a Drone with this 
  ability loses a wound; on a 5+ that Drone does not lose 
  a wound.’
  Page 45 – XV109 Y’vahra Battlesuit, Escape Thrust
  Change this to read:
  ‘At the start of your Movement phase, the Y’vahra may 
  be removed from play and set up in the sky. At the end 
  of your next Movement phase you may set up the Y’vahra 
  anywhere on the battlefield as long as it is more than 9” 
  from any enemy unit.’
  Pages 51, 89 and 91 – Twin heavy burst cannon
  Change the name of the ‘twin heavy burst cannon’ 
  weapon in every instance to ‘twin swiftstrike 
  burst cannon.’
  Page 51 – TX7 Fire Support Hammerhead Gunship, 
  Keywords (Hammerhead)
  Add ‘Hammerhead’.
  Page 52 – DX-6 Remora Stealth Drone Squadron, 
  Target Lock
  Change this ability to read:
  ‘Remora Targeters: This unit does not suffer the penalty 
  to its hit rolls for moving and firing Heavy weapons.’
  Pages 53, 54, 89 and 90 – Heavy burst cannon
  Change the name of the ‘heavy burst cannon’ weapon in 
  every instance to ‘swiftstrike burst cannon.’
  Page 55 – Tiger Shark AX-1-0, Abilities
  Add the following ability:
  ‘Titan Hunter: This model may fire Macro weapons even 
  if it has moved this turn.’
  Page 57 – Manta Super-heavy Dropship, Colossal Flier
  Change the first sentence to read:
  ‘When targeting this model with shooting attacks and 
  psychic powers, always measure to the model’s hull 
  where it would be at tabletop level, even if it is on a 
  flying base.’
  Page 58 – Drone Sentry Turret
  Delete the last sentence of the description.
  Pages 61 and 75 – Shadow Spectres and 
  Irillyth, Keywords
  Add ‘Jump Pack’.
  Pages 62, 64, 65, 66, 67, 69, 72, 76 and 94 – Starcannon 
  and Twin Starcannon
  Change the Damage characteristic to read ‘D3’.
  Page 63 – Wraithseer 
  Change this unit’s Toughness characteristic to 8.
  Add the following keyword to this datasheet: 
  Wraith Construct.
  Page 72 – Skathach Wraithknight
  Add the following keyword to this datasheet: 
  Wraith Construct.
  Page 63 – Wraithseer, Enliven
  Change the last sentence to read:
  ‘Until the beginning of the controlling player’s next 
  Psychic phase, the targeted unit rolls an additional 
  D6 when Advancing or charging and discards the 
  lowest result.’
  Pages 66 and 94 – Twin Scorpion Pulsar
  Change the abilities text to read:
  ‘Any wound rolls of 6+ made with this weapon are 
  resolved with a Damage characteristic of 6 rather 
  than 3.’
  Pages 68 and 69 – Nightwing and Phoenix, 
  Battlefield Role
  Change the Battlefield Role to Flyer.
  Pages 70 and 71 – Vampire Raider and Vampire Hunter
  Add the following ability:
  ‘Colossal Flyer: When targeting this model with 
  shooting attacks and psychic powers, always measure to 
  the model’s hull where it would be at tabletop level, even 
  if it is on a flying base. In addition, unless the attacking 
  model has the Fly keyword, add 12" to the measured 
  distance to determine the range when making shooting 
  attacks against this model. Note that this means many 
  short-ranged shooting weapons will not be able to hit 
  this model. Also, this model does not suffer the penalty 
  for moving and firing Heavy weapons.’
  
  4
  IMPERIAL ARMOUR – INDEX: XENOS
  Page 74 – Corsair Cloud Dancer Band, Abilities 
  Add the following ability:
  ‘Corsairs: So long as your Warlord is Aeldari, you 
  can include this unit in a Patrol, Battalion, or Outrider 
  Detachment even if that Detachment contains no HQ 
  units. However, if you do so, that Detachment’s Command 
  Benefits are changed to ‘None’.’
  Page 75 – Irillyth, Keywords
  Add the following to this datasheet’s keywords line:
  ‘Character’
  Pages 77 and 78 – Corsair Reaver Band and Corsair 
  Skyreaver Band, Dancing on the Blade’s Edge
  Change this to read:
  ‘When making Morale tests, a unit with this ability may 
  roll an additional dice and discard the highest result, but 
  if any models flee the unit due to the result of the test, the 
  number of fleeing models is increased by 1.’
  Pages 77 – Corsair Reaver Band, Wargear Options
  Change the second bullet point to read:
  ‘•  The Corsair Reaver Felarch may take one of the 
  following weapons:
   
  - Void sabre
   
  - Dissonance pistol’
  Page 77 – Corsair Reaver Band, Abilities 
  Add the following ability:
  ‘Corsairs: So long as your Warlord is Aeldari, you 
  can include this unit in a Patrol, Battalion, or Outrider 
  Detachment even if that Detachment contains no HQ 
  units. However, if you do so, that Detachment’s Command 
  Benefits are changed to ‘None’.’
  Pages 78 – Corsair Skyreaver Reaver Band, 
  Wargear options
  Change the second bullet point to read:
  ‘•  The Corsair Skyreaver Felarch may take one of the 
  following weapons:
   
  - Void sabre
   
  - Dissonance pistol’
  Page 78 – Corsair Skyreaver Band, Abilities 
  Add the following ability:
  ‘Corsairs: So long as your Warlord is Aeldari, you 
  can include this unit in a Patrol, Battalion, or Outrider 
  Detachment even if that Detachment contains no HQ 
  units. However, if you do so, that Detachment’s Command 
  Benefits are changed to ‘None’.’
  Page 88 – T’au Empire Points, Units
  Change the points per model value of the TX7 Heavy 
  Bombardment Hammerhead Gunship and the TX7 Fire 
  Support Hammerhead Gunship to read ‘117’.
  Change the points per model value of Blacklight Marker 
  Drones to read ‘7’.
  FAQs
  Q: Does the Kustom Stompa’s Repair Krew ability prevent a Big 
  Mek from trying to repair it in the same turn?
  A: Yes.
  Q: Can DX-6 Remora Stealth Drones embark inside a 
  TY7 Devilfish?
  A: No.
  Q: When an XV109 Y’vahra Battlesuit uses its Nova Reactor 
  ability to do an Overcharged Burst, do I use the Nova Reactor 
  profile on only one of its applicable weapons, or on both of them?
  A: You use the Nova Reactor profile on both 
  applicable weapons.
  Q: There are no datasheets for Corsair Princes or Corsair Barons 
  – are there datasheets I should use for these models?
  A: Use either the Corsair Cloud Dancer Band, Corsair 
  Reaver Band or Corsair Skyreaver Band datasheets 
  (whichever best describes the model) with the model 
  taking the place of the unit’s Felarch.
  Q: There are no datasheets for Corsair Venoms or Corsair Falcons 
  – are there datasheets I should use for these models?
  A: Use the Venom or Falcon datasheets respectively 
  (from Index: Xenos 1 or the appropriate codex). In 
  either case, the vehicle replaces its <Kabal>, <Wych 
  Cult>, <Haemonculus Coven> or <Craftworld> 
  Faction keyword with <Coterie>, and that model can 
  only transport Infantry models (the number of models 
  and any other restrictions remain the same). So long as 
  your Warlord is Aeldari, you can include this unit in a 
  Patrol, Battalion, or Outrider Detachment even if that 
  Detachment contains no HQ units. However, if you do 
  so, that Detachment’s Command Benefits are changed 
  to ‘None’.
  Q: Can I use the weapon profiles for things like lasblasters and 
  D-cannons from Codex: Craftworlds, or do I have to use the 
  ones printed in Imperial Armour – Index: Xenos?
  A: You can use the profiles from Codex: Craftworlds.
  Q: While a model with a kustom force-field is embarked on 
  a Squiggoth, does the Squiggoth transporting it have a 5+ 
  invulnerable save against attacks made with ranged weapons, in 
  the same way as a vehicle transport would?
  A: Yes.
  Q: Can I use the weapon profiles for things like deffkannons and 
  supa-gatlers from Codex: Orks, or do I have to use the ones 
  printed in Imperial Armour – Index: Xenos? 
  A: You can use the profiles from Codex: Orks.
  
  5
  IMPERIAL ARMOUR – INDEX: XENOS
  Q: What datasheets should I use for Grot Bomb Launchas, 
  Attack Fightas, Fighta-Bommers, Dethrolla Battle Fortresses, Kill 
  Krushas, Raven Strike Fighters, Knarloc Riders, Great Knarlocs 
  and Firestorms?
  A: It is an unfortunate truth that we can’t continue 
  indefinitely to sell and support every model we’ve ever 
  made. As we make new models, and new books to explore 
  their background and rules, we have to stop producing 
  and featuring some older models. But just like many of 
  you, we still treasure our collections of older miniatures, 
  and we still want to be able to use them in games and 
  forge glorious narratives on the tabletop! As such, the 
  datasheets for these classic models can be found below, 
  but they are intended for use in open play or narrative 
  play games; they are not designed or approved for use in 
  matched play games (as they won’t, for example, have any 
  points values). 
  Note that the Ork datasheets have been updated to have 
  the Dakka, Dakka, Dakka! ability from Codex: Orks.
  
  6
  IMPERIAL ARMOUR – INDEX: XENOS
  Grot Bomm Launcha
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Grot Bomm Launcha
  12"
  3+
  5+
  4
  5
  6
  4
  6
  4+
  A Grot Bomm Launcha is a single model equipped with a Grot-guided bomm.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Grot-guided bomm
  72"
  Heavy 2D6
  8
  -3
  D3
  This weapon can only be fired once per battle. This 
  weapon can target units that are not visible to the firer. 
  You can re-roll failed hit rolls made for this weapon.
  ABILITIES
  Dakka! Dakka! Dakka! (see Codex: Orks)
  Outriders: During deployment, you can set up this model on the army’s flank instead of placing it on the 
  battlefield. At the end of any of your Movement phases, this model can race in to encircle the foe – set it up so that 
  it is touching a battlefield edge and is more than 9" away from any enemy models.
  FACTION KEYWORDS
  Ork, <Clan>
  KEYWORDS
  Vehicle, Grot Bomm Launcha
  p
  o
  w
  e
  r
  4
  Attack Fighta 
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Attack Fighta
  *
  5+
  *
  6
  6
  10
  *
  6
  4+
  An Attack Fighta is a single model equipped with two twin big shootas and small bomms.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Twin big shoota
  36"
  Assault 6
  5
  0
  1
  -
  Wing rokkits
  24"
  Assault 1
  8
  -2
  3
  -
  WARGEAR OPTIONS
  • This model can replace its small bomms with wing rokkits.
  ABILITIES
  Dakka! Dakka! Dakka! (see Codex: Orks)
  Supersonic: Each time this model moves, first pivot 
  it on the spot up to 90° (this does not contribute to 
  how far the model moves), and then move the model 
  straight forwards. Note that it cannot pivot again after 
  the initial pivot. When this model Advances, increase 
  its Move characteristic by 20" until the end of the phase 
  – do not roll a dice. 
  Hard to Hit: Subtract 1 from hit rolls for attacks that 
  target this model in the Shooting phase.
  Airborne: This model cannot charge, can only be 
  charged by units that can Fly, and can only attack or be 
  attacked in the Fight phase by units that can Fly.
  Small Bomms: A model equipped with small bomms 
  can drop a bomm each turn as it flies over enemy units in 
  its Movement phase. After the model has moved, select 
  an enemy unit that it moved over and roll a D6 for each 
  model in that unit, up to a maximum of 5 dice. For each 
  roll of 6, the enemy unit suffers 1 mortal wound.
  Crash and Burn: If this model is reduced to 0 wounds, 
  roll a D6 before removing it from the battlefield. On a 
  6 it crashes in a fiery explosion and each unit within 6" 
  suffers D3 mortal wounds. 
  FACTION KEYWORDS
  Ork, <Clan>
  KEYWORDS
  Vehicle, Fly, Attack Fighta
  p
  o
  w
  e
  r
  6
  DAMAGE 
  Some of this model’s characteristics change as 
  it suffers damage, as shown below:
  REMAINING W
  M
  BS
  A
  6-10+
  20-50"
  5+
  3
  3-5
  20-30"
  6+
  D3
  1-2
  20-25"
  6+
  1
  
  7
  IMPERIAL ARMOUR – INDEX: XENOS
  Fighta-Bommer
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Fighta-Bommer
  *
  5+
  *
  6
  6
  12
  *
  6
  4+
  A Fighta-Bommer is a single model equipped with three twin big shootas and small bomms.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Grot-guided bomm
  72"
  Heavy 2D6
  8
  -3
  D3
  A model can only fire each of its Grot-guided bomms 
  once per battle. This weapon can target units that are not 
  visible to the firer. You can re-roll failed hit rolls made 
  for this weapon.
  Twin big shoota
  36"
  Assault 6
  5
  0
  1
  -
  Wing rokkits
  24"
  Assault 1
  8
  -2
  3
  -
  WARGEAR OPTIONS
  • This model can take replace its small bomms with either two wing rokkits or two Grot-guided bomms.
  ABILITIES
  Dakka! Dakka! Dakka! (see Codex: Orks)
  Supersonic: Each time this model moves, first pivot 
  it on the spot up to 90° (this does not contribute to 
  how far the model moves), and then move the model 
  straight forwards. Note that it cannot pivot again after 
  the initial pivot. When this model Advances, increase 
  its Move characteristic by 20" until the end of the phase 
  – do not roll a dice. 
  Hard to Hit: Subtract 1 from hit rolls for attacks that 
  target this model in the Shooting phase.
  Airborne: This model cannot charge, can only be 
  charged by units that can Fly, and can only attack or be 
  attacked in the Fight phase by units that can Fly.
  Small Bomms: A model equipped with small bomms 
  can drop a bomm each turn as it flies over enemy units in 
  its Movement phase. After the model has moved, select 
  an enemy unit that it moved over and roll a D6 for each 
  model in that unit, up to a maximum of 5 dice. For each 
  roll of 6, the enemy unit suffers 1 mortal wound.
  Crash and Burn: If this model is reduced to 0 wounds, 
  roll a D6 before removing it from the battlefield. On a 
  6 it crashes in a fiery explosion and each unit within 6" 
  suffers D3 mortal wounds. 
  FACTION KEYWORDS
  Ork, <Clan>
  KEYWORDS
  Vehicle, Fly, Fighta-Bommer
  p
  o
  w
  e
  r
  7
  DAMAGE 
  Some of this model’s characteristics change as 
  it suffers damage, as shown below:
  REMAINING W
  M
  BS
  A
  7-12+
  20-50"
  5+
  3
  4-6
  20-30"
  6+
  D3
  1-3
  20-25"
  6+
  1
  
  8
  IMPERIAL ARMOUR – INDEX: XENOS
  Dethrolla Battle 
  Fortress
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Dethrolla Battle Fortress
  *
  *
  *
  8
  8
  24
  8
  7
  4+
  A Dethrolla Battle Fortress is a single model equipped with a kannon, two zzap guns and 
  a Dethrolla.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Big shoota
  36"
  Assault 3
  5
  0
  1
  -
  Kannon
  When attacking with this weapon, choose one of the profiles below.
  - Frag
  36"
  Heavy D6
  4
  0
  1
  -
  - Shell
  36"
  Heavy 1
  8
  -2
  D6
  -
  Lobba
  48"
  Heavy D6
  5
  0
  1
  This weapon can target units that are not visible to 
  the bearer.
  Rokkit launcha
  24"
  Assault 1
  8
  -2
  3
  -
  Skorcha
  8"
  Assault D6
  5
  -1
  1
  This weapon automatically hits its target.
  Twin big shoota
  36"
  Assault 6
  5
  0
  1
  -
  Zzap gun
  36"
  Heavy 1
  2D6
  -3
  3
  Before firing this weapon, roll to determine the 
  Strength of the shot. If the result is 11+ do not make a 
  wound roll – instead, if the attack hits it causes 3 mortal 
  wounds. The bearer then suffers 1 mortal wound.
  Dethrolla
  Melee
  Melee
  +2
  -3
  D3
  Add 3 to hit rolls for attacks made for this weapon.
  WARGEAR OPTIONS
  •  This model can replace its kannon and/or any zzap gun with any of the following: lobba, kannon, zzap gun.
  •  This model must take two items from the following list: twin big shoota, skorcha, rokkit launcha.
  • This model may take up to five big shootas.
  ABILITIES
  Dakka! Dakka! Dakka! (see Codex: Orks)
  Mobile Fortress: This model ignores the penalty for moving and firing Heavy weapons.
  Firing Points: Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw 
  line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model 
  also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same 
  turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
  Grot Riggers: At the end of the turn, roll a D6. On a 6, this model regains one lost wound.
  Explodes: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any 
  embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
  TRANSPORT
  This model can transport 20 Ork Infantry models. Each Mega Armour or Jump Pack model takes up the 
  space of two other models.
  FACTION KEYWORDS
  Ork, <Clan>
  KEYWORDS
  Vehicle, Transport, Titanic, Battle Fortress, Dethrolla
  p
  o
  w
  e
  r
  16
  DAMAGE 
  Some of this model’s characteristics change as 
  it suffers damage, as shown below:
  REMAINING W
  M
  WS
  BS
  14-24+
  12"
  3+
  4+
  6-13
  10"
  4+
  5+
  1-5
  8"
  5+
  6+
  
  9
  IMPERIAL ARMOUR – INDEX: XENOS
  Kill Krusha
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Kill Krusha
  *
  *
  *
  8
  8
  24
  8
  7
  4+
  A Kill Krusha is a single model equipped with a Krusha kannon and reinforced ram.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Big shoota
  36"
  Assault 3
  5
  0
  1
  -
  Krusha kannon
  When attacking with this weapon, choose one of the profiles below.
  - Boom shell
  60"
  Heavy 2D6
  8
  -2
  2
  -
  - Tankhamma shell
  60"
  Heavy 1
  10
  -3
  D6
  Roll two dice when inflicting damage with this weapon 
  and discard the lowest result.
  - Scrap kanister
  18"
  Heavy 3D6
  5
  -1
  1
  This weapon automatically hits its target.
  - Blast burna
  48"
  Heavy 3D6
  4
  0
  1
  Units do not receive the benefit of cover to their saving 
  throws for attacks made with this weapon.
  Rack of rokkits
  24"
  Assault 2
  8
  -2
  3
  -
  Rokkit launcha
  24"
  Assault 1
  8
  -2
  3
  -
  Skorcha
  8"
  Assault D6
  5
  -1
  1
  This weapon automatically hits its target.
  Twin big shoota
  36"
  Assault 6
  5
  0
  1
  -
  WARGEAR OPTIONS
  •  This model may take two items from the following list: big shoota, rack of rokkits, rokkit launcha, skorcha, twin 
  big shoota.
  ABILITIES
  Dakka! Dakka! Dakka! (see Codex: Orks)
  Mobile Fortress: This model ignores the penalty for 
  moving and firing Heavy weapons.
  Reinforced Ram: Increase this model’s Strength 
  characteristic by 2 until the end of a turn in which it 
  makes a successful charge. In addition, each time this 
  model finishes a charge move, select one enemy unit 
  within 1" and roll a D6; on a 2+ that unit suffers D3 
  mortal wounds.
  Explodes: If this model is reduced to 0 wounds, roll a 
  D6 before removing it from the battlefield and before 
  any embarked models disembark. On a 6 it explodes, 
  and each unit within 6" suffers D6 mortal wounds.
  Hang On!: Models embarked on this vehicle can shoot 
  in their Shooting phase, but only hit on a 6+. They 
  measure range and draw line of sight from any point 
  on the vehicle. When they do so, any restrictions or 
  modifiers that apply to this model also apply to its 
  passengers; for example, the passengers cannot shoot 
  if this model has Fallen Back in the same turn, cannot 
  shoot (except with Pistols) if this model is within 1" of 
  an enemy unit, and so on.
  Grot Riggers: At the end of the turn, roll a D6. On a 6, 
  this model regains one lost wound.
  TRANSPORT
  This model can transport 12 Ork Infantry models. Each Mega Armour or Jump Pack model takes up the 
  space of two other models.
  FACTION KEYWORDS
  Ork, <Clan>
  KEYWORDS
  Vehicle, Transport, Titanic, Kill Krusha
  p
  o
  w
  e
  r
  16
  DAMAGE 
  Some of this model’s characteristics change as 
  it suffers damage, as shown below:
  REMAINING W
  M
  WS
  BS
  14-24+
  12"
  3+
  4+
  6-13
  10"
  4+
  5+
  1-5
  8"
  5+
  6+
  Raven Strike Fighter
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Raven Strike Fighter
  *
  6+
  *
  6
  6
  10
  *
  7
  4+
  A Raven Strike Fighter is a single model equipped with a splinterstorm cannon and two dark lances.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Dark lance
  36"
  Heavy 1
  8
  -4
  D6
  Change this weapon’s Type from Heavy to Assault if it is 
  equipped on a Vehicle.
  Splinterstorm cannon
  36"
  Rapid Fire 6
  *
  0
  1
  This weapon wounds on a 4+, unless it is targeting a 
  Vehicle or Titanic unit, in which case it wounds on 
  a 6+.
  ABILITIES
  Supersonic: Each time this model moves, first pivot 
  it on the spot up to 90° (this does not contribute to 
  how far the model moves), and then move the model 
  straight forwards. Note that it cannot pivot again 
  after the initial pivot. When this model Advances, 
  increase its Move characteristic by 20" until the end 
  of the phase – do not roll a dice. 
  Hard to Hit: Subtract 1 from hit rolls for attacks that 
  target this model in the Shooting phase.
  Airborne: This model cannot charge, can only be 
  charged by units that can Fly, and can only attack or be 
  attacked in the Fight phase by units that can Fly.
  Night Shield: This model has a 5+ invulnerable save 
  against ranged weapons.
  Crash and Burn: If this model is reduced to 0 wounds, 
  roll a D6 before removing it from the battlefield. On a 
  6 it crashes in a fiery explosion and each unit within 6" 
  suffers D3 mortal wounds. 
  FACTION KEYWORDS
  Aeldari, Drukhari, <Kabal> or <Wych Cult>
  KEYWORDS
  Vehicle, Fly, Raven Strike Fighter
  p
  o
  w
  e
  r
  9
  DAMAGE 
  Some of this model’s characteristics change as 
  it suffers damage, as shown below:
  REMAINING W
  M
  BS
  A
  6-10+
  20-72"
  3+
  3
  3-5
  20-48"
  4+
  D3
  1-2
  20-32"
  5+
  1
  
  10
  IMPERIAL ARMOUR – INDEX: XENOS
  Great Knarloc
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Great Knarloc
  7"
  3+
  4+
  7
  6
  9
  4
  6
  4+
  A Great Knarloc is a single model armed with a crushing beak and razor talons.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Kroot bolt thrower
  36"
  Assault D6
  6
  -1
  1
  -
  Twin kroot gun
  48"
  Rapid Fire 2
  7
  -1
  D3
  -
  Razor talons
  Melee
  Melee
  User
  -3
  D3
  -
  WARGEAR OPTIONS
  •  This model may either be equipped with a kroot bolt thrower or twin kroot gun, or it can replace its crushing 
  beak with a baggage harness.
  ABILITIES
  Crushing Beak: Each time a model with a crushing beak makes a pile-in move you can pick an enemy unit within 
  1" and roll a D6. On a 4+, that unit suffers D3 mortal wounds.
  Baggage Harness: Add 1 to the Leadership characteristic of Kroot units within 6" of any friendly Great Knarlocs 
  equipped with a baggage harness.
  FACTION KEYWORDS
  T’au Empire, Kroot
  KEYWORDS
  Monster, Great Knarloc
  p
  o
  w
  e
  r
  7
  Knarloc Riders
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Knarloc Riders
  7"
  3+
  4+
  3
  4
  4
  2
  6
  4+
  This unit contains 3 Knarloc Riders. It can include up to 3 additional Knarloc Riders (Power Rating +5). Each model is armed with a kroot rifle 
  and rides a Knarloc that attacks with its sharp beak and talons.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Rider
  Kroot rifle (shooting)
  24"
  Rapid Fire 1
  4
  0
  1
  -
  Kroot rifle (melee)
  Melee
  Melee
  +1
  0
  1
  -
  Knarloc
  Sharp beak and talons
  Melee
  Melee
  5
  -1
  1
  After a model riding a Knarloc makes its close combat 
  attacks, you can attack with its mount. Make 2 
  additional attacks, using this weapon profile.
  ABILITIES
  Loping Stride: When this unit Advances, add 6" to its Move characteristic instead of rolling a D6. 
  Thunderous Pounce: Add 1 to wound rolls made for the Knarlocs’ sharp beak and talons attacks if this unit made 
  a charge move this turn.
  FACTION KEYWORDS
  T’au Empire, Kroot
  KEYWORDS 
  Cavalry, Knarloc Riders
  p
  o
  w
  e
  r
  5
  
  11
  IMPERIAL ARMOUR – INDEX: XENOS
  Firestorm
  NAME
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  Firestorm
  *
  6+
  *
  6
  7
  12
  *
  8
  3+
  A Firestorm is a single model equipped with a twin shuriken catapult and Firestorm scatter laser.
  WEAPON
  RANGE
  TYPE
  S
  AP
  D
  ABILITIES
  Firestorm scatter laser
  60"
  Heavy 12
  6
  0
  1
  Add 1 to hit rolls made for this weapon against targets 
  that can Fly. Subtract 1 from the hit rolls made for this 
  weapon against all other targets.
  Shuriken cannon
  24"
  Assault 3
  6
  0
  1
  Each time you make a wound roll of 6+ for this weapon, 
  that hit is resolved with an AP of -3.
  Twin shuriken catapult
  12"
  Assault 4
  4
  0
  1
  Each time you make a wound roll of 6+ for this weapon, 
  that hit is resolved with an AP of -3.
  WARGEAR OPTIONS
  • This model may replace its twin shuriken catapult with a shuriken cannon.
  •  This model may take any of the following: 
   ‒ Crystal targeting matrix
   ‒ Spirit stones
   ‒ Star engines
   ‒ Vectored engines
  ABILITIES
  Hover Tank: Distances and ranges are always measured 
  to and from this model’s hull, even though it has a base. 
  Explodes: If this model is reduced to 0 wounds, roll a 
  D6 before removing it from the battlefield and before 
  any embarked models disembark. On a 6 it explodes, 
  and each unit within 6 suffers D3 mortal wounds.
  Crystal Targeting Matrix: A model with a crystal 
  targeting matrix does not suffer the penalty for moving 
  and firing a Heavy weapon after moving when targeting 
  the closest enemy unit.
  Spirit Stones: Roll a D6 each time a model with spirit 
  stones loses a wound; on a 6 that wound is not lost.
  Star Engines: When a model with star engines Advances, 
  add 2D6" to that model’s Move characteristic for that 
  Movement phase instead of D6".
  Vectored Engines: If a model with vectored engines 
  Advances, your opponent must subtract 1 from all hit 
  rolls for ranged weapons that target it until your next 
  Movement phase.
  TRANSPORT
  This model can transport 6 Phoenix Lord or <Craftworld> Infantry models. Each Wraithguard or 
  Wraithblade model takes the space of two other models. It cannot transport Jump Pack models.
  FACTION KEYWORDS
  Aeldari, Asuryani, Warhost, <Craftworld>
  KEYWORDS
  Vehicle, Transport, Fly, Firestorm
  p
  o
  w
  e
  r
  10
  DAMAGE 
  Some of this model’s characteristics change as 
  it suffers damage, as shown below:
  REMAINING W
  M
  BS
  A
  7-12+
  16"
  3+
  3
  4-6
  12"
  4+
  D3
  1-3
  8"
  5+
  1
  
SOURCE: textdata/thevault/Warhammer/40k/1st-8th Editions (Prior)/8th Edition (2017)/5) FAQs/2019 FAQs/40k 8e - imperial_armour_index_xenos.pdf