40kredone
DESCRIPTION
40K rules fan redesignTRANSCRIPT
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IntroductionOtherDocs
LoyalistMarinesTheRules
CharacteristicsZerolevelCharacteristicsCharacteristicModifiers
UnitsGeneralPrinciples
MeasuringDistancesDiceScatterDiceDividingRerollsRolloffRandomizingCockeddiceDiceoffthetableBlastsandTemplatesScatterCharacteristictestleadershiptestRulePrioritityControllingPlayervsOpposingPlayerLineofSight
TheTurnGameTurn
ExceptionsTheMovementphase
WhichmodelsaremovingDifferentmovementdistanceswithinaunitModelsinthewayModelsinclosecombatUnitCoherencyMovingthroughterrain
PsychicPhaseMasteryLevelWarpChargeManifestingPsychicPowers
PsychicTestPerilsoftheWarp
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TheMindwarPsychicHood
TypesofPsychicPowersBlessingCurseWitchfire
BeamNova
CoreRulebookPowersBiomancyDivinationForcePyromancyTelekinesisTelepathy
ShootingPhaseChooseaunittoshoot
RunningOverwatch
ChooseattargetfortheunittoshootatLineofSightCheckRangeWhichModelscanshoot?Rolltohit
MovingandShootingRolltoWound
MultipleToughnessValuesinaUnitAllocationofwoundsSavingThrows
ArmourSavesArmourpiercing(AP)
InvulnerableSavesCoverSaves
DeterminingifyourmodelsgetacoversaveDeterminingthevalueofthecoversaveyourunitgetsGoingtogroundFocusFiring
RemovecasualtiesInstantdeath
AssaultPhaseChargeSubphase
PickaunitDeclareaCharge
pg2/64
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RollchargeDistanceMovemodelsinchargingunit
ChargingthroughdifficultterrainChargingthroughdangerousterrain
ChoosenextunittochargeFightSubphase
ChooseacombatFightclosecombatInitiativesteps
InitiativesteppileinWhocanfight?
NumberofattacksRollingtohitRollingtowound
MultipleToughnessValuesinaUnitAllocationofwoundsSavingThrows
ArmourSavesArmourpiercing(AP)
InvulnerableSavesCoverSavesRemovecasualtiesBeginnextInitiativestepDetermineAssaultresults
CheckmoraleUselessweaponsSweepingAdvance
EndofcombatpileinConsolidationMultiplecombats
DeclaringachargeDisorganizedcharge
RollChargeRangeMovingchargingmodelsDirectingattacksAssaultresults
ShootinginClosecombatMorale
MoraleChecksMoraleCheckmodifiersInsaneHeroismWhentotestFallback
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FallingbackfromclosecombatTrapped
FallingbackandshootingMoraleandfallingbackRegroupingFallingbackandassaults
UniversalSpecialRulesAdamantiumwillAndtheyshallknownofearAssaultVehicleArmourbaneAura(x)Barrage
MultipleBarrageBlast
MultipleblastsBlastweaponsandrerolls
LargeBlastBlindBrotherhoodofpsykersBulky
VeryBulkyExtremelyBulky
ConcussiveCounterAttackCrusaderDaemonEternalWarriorFearFearlessFeelnoPainFleetFleshbaneDeepstrike
ArrivingviadeepstrikeDeepstrikeMishaps
FuriousChargeGetshot
GetshotandweaponsthatdontrolltohitGetshotanrerolls
HammerofWrathHatredHaywire
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HitandRunHitandrunandmultiplecombat
IgnoresCoverInfiltrateIndependentCharacter
JoiningandleavingunitsSpecialrulesModifiersShootingClosecombat
InstantdeathItwillnotdieJetJinkLanceMastercraftedMeltaMonsterHunterMoveThroughCoverNightVisionOutflankPersistent
PersistentBlastandtemplatemarkersPinningPoweroftheMachineSpiritPreferredEnemyPsychicPilotRageRelentlessRendingScoutShredSkilledRiderSlowandpurposefulSmashSpecialistweaponSplitFireStealthStubbornSwarmTankHuntersTorrentTwinlinked
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TwinlinkedblastweaponsTwinlinkedtemplateweapons
Unwieldy(x)UnitTypes
InfantryBikes
MovementFallingBack
ShootingAssaultSpecialRulesTurboboosting
JetbikesArtillery
MovingwithartilleryShootingwithartilleryShootingatartilleryAssaultPhaseMoraleandFallingback
JumpUnitsMovementphaseAssaultphaseFallbackmovesSpecialRules
MonstrousCreaturesSpecialRules
Beasts/CavalryAssaultphaseFallingback
VehiclesVehicleCharacteristics
BallisticskillArmourValueType
VehiclesandmeasuringdistancesVehicleMovement
DifficultandDangerousTerrainShootingwithavehicle
MovingFlatOutVehicleweaponsandlineofsight
ShootingAtavehicleVehiclefacingandarmourvalueBlastweapons
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TemplateweaponsArmourPenetrationrollsResolvingDamage
WreckedvehiclesVehiclesandcoverVehiclesandInvulsaves
VehiclesandassaultArmourpenetrationCombatresolution
VehicleSquadronsMovingavehiclesquadronShootingwithsquadronsShootingatsquadronsAssaultingsquadronsDamagingasquadronAbandoningavehicle
VehicleTypesTransports
TansportCapacityUnshakableNerveDedicatedTransportsFirePortsAccesspointsEmbarkingandDisembarking
EmbarkingDisembarking
EmergencyDisembarkationIndependentCharactersandTransportsAssaultingoutofatransportVehicleDamageandPassangers
ChariotSweepattackShootingataChariotAssaultwithachariot
FightingfromaChariotSpecialRules
OpenToppedVehiclesVehicleDamageOpenToppedTransportsFirePointsSpecialRules
HeavyFast
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SkimmersSkimmersandMeasuringSkimmersandMovementFastSkimmersSkimmersandDamageSpecialRules
WalkersWalkersandMeasuringMovingWalkersWalkersandShootingWalkersandassaultRammingawalker
TankTankShockRam
VehicleUpgradesDozerBladeExtraArmourHunterKillerMissileSmokelauchersSearchlight
WeaponsWeaponProfiles
RangeStrengthArmourPiercingWeaponType
MeleeAssaultHeavy
OrdinancePistol
GunslingerRapidFireSalvoweaponsTemplateweaponsGrenades
Assault/FraggrenadesDefensivegrenadesKrakgrenades
ChoosingAnArmyCodexPointsValue
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SizeofaGameTheArmyList
HQTroopsElitesFastattackHeavySupport
ForceOrganizationChartHQTroopsElitesFastAttackHeavySupport
WarlordFightingABattle
Deployment1.LongEdges2.ShortEdges3.Diagonals
MissionsPlacingobjectives1.IntelligenceGathering2.Seizeground3.HoldGround4.Destroy5Dataupload6.SurviveSecondaryObjectives
SlaythewarlordLinebreaker
ControllingObjectivesFirstTurn
SizetheIniativeGameLengthMissionspecialrules
NightFightingReserves
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Introduction ThisdocumentistheprimarysourceforthecurrentrulesforBlackCohortsrebalancingof40k.The3keyprinciplesthisgameistryingtomaintainare:BalanceLogicSimplicityIdeasthatclearlyviolateoneoftheseprincipleswillberuthlesslypurged.Ifatanytimeyoucannotagreeonthecorrectinterpretationofarule,haveoneplayerrollad6,ora13hisinterpretationiscorrectfortherestofthegame.Pleaseinformthedesignteamassoonaspossiblesowecancorrectthewordingofthatportionoftherulestobemoreclear.
Other Docs Loyalist Marines https://docs.google.com/document/d/1t7nl6t8yMSp5VLJRrtS0Pyq1EpEq6FWZLumMSrWUNA/edit#
The Rules
Characteristics Allnonvehiclemodelshavethefollowingcharacteristics.Allcharacteristicsexceptarmoursaverangefrom010withahighernumberbeingbetter.WeaponSkill:Ameasureofhowwellthemodelfightsinclosecombat.
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BallisticSkill:Ameasureofhoweffectivethemodelisatshooting.Strength:Howhardthemodelhitsinclosecombat.Toughness:Howdifficultitistowoundthemodel.Wounds:Howmanyinjuriesamodelcansustainbeforebeingremovedfromplay.Initiative:Howfastthemodelreacts.Attacks:Thebasenumberofattacksthemodelmakesinclosecombat.leadership:Howwellthemodelreactstoadversesituations.ArmourSave:Howstrongthearmourwornbythemodelis,thischaracteristicrangesfrom2+to6+,alowernumberbeingbetterinthiscase,aindicatesthatthemodelhasnoarmoursave.Combinedthesestatsmakeupthecharacteristicprofileofamodel.
Zero-level Characteristics Modelswithazerolevelcharacteristiccannotusethatcharacteristic,ifatestcallsforthatcharacteristictobeusedthemodelautomaticallyfailsthattest.ModelsareremovedfromplayiftheirStrength,Toughnessorwoundsarereducedtozero.
Characteristic Modifiers characteristicmodifierscanbeaddedforavarietyofreasonsincludingbutnotlimitedto:Psychicpowersandwargear.Ifmultiplemodifiersareappliedadditionandsubtractionisdonefirstfollowedbymultiplication.Sometimeswargearmysimplyadjustthemodelscharacteristictoaspecificnumber,usethatinsteadofanyothermodifiers.
Units Unitsareformedbymultipleorsometimessinglemodels.Typicallyagroupofmodelsisdesignatedasaunitbyacodexentry.Unitsmustmaintainsomekindofcoherency,thusallmodelsinaunitmustbewithin2inofanothermodelintheunit.Ifthiscoherencyisbrokenforsomereason,theunitmustreturntocoherencyassoonasitisable.(normallythenextmovementphase).
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General Principles Measuring Distances Distancescanbemeasuredatanytime,byeitherplayer.ThisprivilegeshouldnotbeabusedtoeitherslowthegamedownorconstantlychallengewhatyouropponentisdoingAllmeasurementswillbetakenininchesandarealwaysmeasuredbasetobase,usingtheclosestpartsofbothbases.Ifamodeldoesnothaveabase(usuallydotoitbeingavehicle,measuretotheclosestpartofthemodel).Notethatbanners,deadenemieshangingofftheedgeofabase,oranythingelsedonetomakethemodellookcoolerormorebadassareneverusedformeasuring(oranyotherpartoftherules,suchaslineofsight,playerswillnotgainanadvantageduetoeithertheirmodelsortheiropponentsmodelsbeingmodifiedtolookcooler)byeitherside.
Dice Unlessstatedotherwiseallrollsareassumedtobemadeusingasingled6.Ifmorethanonediceistobeusedanumberwillbeplacedinfrontofthed,forexample2d6meansyouroll2diceforthattest.Sometimesafixednumberwillbeaddedorsubtractedfromthediceroll,thiswillbeindicatedbyaminusorplussignafterthe6,forexampled6+2meansthat2isalwaysaddedtothed6roll.Sometimestheruleswillcallforad3toberolled.Usead6tomakethisrollthendivideby2,thereforearollof1or2onthed6willgivearesultof1,3or4aresultof2and5or6aresultof3,thisnumbercanbemodifiedasnormalforadiceroll,thesemodifierswillbeappliedtothed3resultnotthed6result.
Scatter Dice Insomesituationsaspecialdicecalledascatterdiewillbeused.Thissixsideddicehas2sideswiththehitsymboland4sideswitharrowspointingonthem.Thisdiceismostfrequentlyusedwithblastweaponsandsomeformsofarrivalfromreserveandallowsthescatteroftheseeventstoberandomized.
Dividing Ifyouareevercalledtodivideanumber(suchas25%ofyourunit)alwaysroundup.So25%ofa9mansquadis3models.
Rerolls Sometimestherulesallowforareroll.Whenarerollismadealldiceinthetestmustbererolledunlessstatedotherwise.Thenewresultisalwaysusedandrerollscanneverbererolled.Allmodifiersfromthefirstrollwillalsoapplytothereroll.
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Roll off Therulessometimesrequirearolloff.Ifthisisthecasebothplayersrollandtheonewhogetsahighernumberwins.Tiesarererolleduntilthereisaclearwinner(thisistheonecasewherearerollcanbererolled).
Randomizing Ifamodelneedstobepickedatrandomassigneachmodelanumberonthed6androlltoseewhichmodelisaffected.Iftherearelessthan6modelsrolluntilyousuccessfullyselectamodel.Iftherearemorethan6modelsa2stepprocessmaybeneeded,,divindethegroupintoequalsmallergroupsandrolltoselectoneofthosegroups,thenrolltoselectaspecificmodelinthatgroup.
Cocked dice Dicethatdonotlandflatonasurfacewillberolledagainuntilitisclearwhatnumberwasrolled.
Dice off the table Ifyourolladiethatendsupoffthetable.itmustberolledagainonthetable.
Blasts and Templates Someweaponsaresodevestatingthattheyhaveanareaeffect.Thisisrepresentedbyoneofthreemarkers.A3indiametersmallblastA5indiameterlargeblastAtemplatethatisapproximately8inlongandconeshapedIfoneofthesemarkersisusedthenallmodelsthatfallunderneaththefinalpostionofthemarkerarehit,evenifonlyasmallportionoftheirbaseisunderneaththetemplate.
Scatter Sometimestheruleswillrequiresomethingtoscatter(adeepstrikingunit,orablastmarkerarethemostcommon),toscatterfollowthestepsbelow.1.placetheobjectinitsinitiallocation.2.rollthescatterdieand2d6,thiswilldeterminethedirectionanddistanceofscatter.
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3.Ifahitisrolledthetheobjectdoesnotmove,leaveitinplaceandresolvetheeffectsofthatobject.Iftheobjectalwaysscattersusethesmallarrowonthehit4.Ifanarrowisrolledtheobjectwillscatterinthedirectionthearrowpointsanumberofinchesequaltothenumberrolledonthe2d6.5.Onceanobjectisinitsfinallocationresolveitseffects.
Characteristic test Whentherulescallforacharacteristictest,ad6isrolled.Thetestispassedifthenumberrolledonthed6isequaltoorlessthanthemodelscharacteristic.Arollof6isalwaysafailure.Ifonetestismadefortheentireunit,usethehighestvalueofthatcharacteristicintheunit.Thistestisautomaticallyfailedifthemodelhasa0orinthatcharacteristic.
leadership test Aleadershiptestismadeon2d6.Ifthetotalisequalorlessthantheunitsleadershipcharacteristicthenthetestispassed.Iftheunithasseveralleadershipcharacteristics,usethehighest.Nomatterwhatmodifiersareappliedarollof2(anatural1onbothd6),isalwaysasuccess.
Rule Prioritity Ifaspecialruleeverappearstoviolatethebasicrulesofthesystem,thespecialruletakespriorityoverthegeneralsystemrules.Thebasicorgeneralrulesareallrulesinthegeneralprinciples,movementphase,psychicphase,shootingphase,assaultphaseandmorale.
Controlling Player vs Opposing Player Thecontrollingplayer(theonewhohasthemodelinquestioninhisarmylist)isassumedtomakealldecisionsonactionstakenbyhismodelsunlesstherulesstateotherwise.
Line of Sight Lineofsight(orwhattargetsthemodelcanshootat)isdeterminedbywhatcanbeseenbytheeyesofthemodel.Oftenitwillbeobviousifonemodelcanseeanother,butsometimesrequiresthecontrollingplayertolookfrombehindthemodeltowhattargetsareavailable.Dependingonthelocationofthemodelinquestionitmaybeeasiertolookfromtheopposingmodelbacktothemodelwhoslineofsightisinquestion.Amodelslineofsightisneverblockedbyothermodelsinhisunit.
The Turn Aturniscomposedof4phasesthatgoinsequence:Themovementphase,thepsychicphase,theshootingphaseandtheassaultphase.
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Game Turn Eachgameturnbothplayersgetaplayerturnconsistingofall4phases.Unlessstatedotherwiseturnmeansplayerturnnotgameturn.
Exceptions Sometimestherulescallonaplayertodothingsoutsideofnormalturnorder.Othertimestherulescallonbothplayerstodosomethingatthesametime.Ineithercasetheplayerwhosturnitiswilldeterminetheorderthattheeventsoccurin.
The Movement phase Theplayercanmoveeachoftheirunitscanmoveuptotheirmaximummovementdistance(whichisstatedintheirunittype)duringhisturn.Onceyouhavemovedoneunitproceedtothenext,onceyouhavestartedmovingthenextunityoucannotgobackandchangewhereunitsyouhavealreadymovedhavegone.Thereisnorequirementtomovemostunits(flyersandunitsnotincoherencyhavetomove)andinsomecasesitmaybeadvisablenottomove.
Which models are moving Onlythemodelsthatactuallymovearetreatedashavingmovedduringthisturnsmovementphase,ifonlypartofaunitismovingmakethisfactknowntoyouropponentsothereisnoconfusionduringlaterphases.Coherencymustbemaintainedevenifonlysomemodelsinthesquadmove.
Different movement distances within a unit ifmodelsinaunithavedifferentmovementdistancestheneachmodelcanmoveuptoitsownmaximummovementdistance.
Models in the way Unitsmustmaintaina1indistancebetweenthemselvesandopposingunits.youcannotmoveoneofyourunitsthroughanotherunit,youhavetogoaround,soplanyourmovementphaseaccordingly.theonlytimethat2unitscangetwithin1inofeachotherisduringanassault.
Models in close combat Modelsengagedinclosecombatatthestartoftheturncannotmoveduringthemovementphase.
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Unit Coherency Whentheunithascompleteditsmovementallmodelsintheunitmustbewithin2inofanothermodelintheunit.
Moving through terrain Therearefourbasictypesofterrain:openground,impassibleterrain,difficultterrainanddangerousterrain.Ifthereisanyquestionaboutwhattypeofterrainapartofthebattlefieldis,discussthisatthestartofthegamewiththeotherplayer.Opengroundiseverythingthatisntanothertypeofterrain.Impassibleterrainisthepartsofthebattlefieldthatmodelscannotmovethrough(someunittypesmaybeabletomoveover)normallymodelswillhavetomovearoundimpassibleterrain.Difficultterrainisanyterrainthatwillhinderbutnotpreventmovement,examplesincludeswamps,forests,ruinsandrubble.Ifaunitwishestomovethroughdifficultterrainitwillmakeadifficultterraintest.Adifficultterraintestismadebyrolling2d6,thehigherofthesediceisthemaximumdistanceanymodelintheunitcanmovethisphase.Sometimesdifficultterraincanbeanarea,suchasthebaseaforestison,beinginareaterrainalwaysgrantsa5+coversave.Dangerousterrainisasubsetofdifficultterrain.Examplesincludethingsliketoxicpools,carnivorousforestsorjungles.Ifyoumoveintoorthroughdangerousterraintestyoumakeanarmoursaveoraninitiativetest,failingthischeckwillresultinthemodellosingawound.
Psychic Phase Psykersarethoseindividualsthatwieldthepowersofthemindandcanmanifestsomeamountofthatpoweronthetable.Eachpsykermustpurchaseoneormorepowersthathecancastduringthebattle.Theplayermaymanifestpsychicpowersinanyorderhewishes,thoughhemustmanifestallpowerswithonepsykerbeforemovingontothenext.
Mastery Level Allpsykershaveamasterylevelbetween1and4whichisanindicationofhowpowerfulthatspecificpsykeris.Apsykermustknowatleastonepower,buttheplayermaypurchaseasmanypowersashewishesforeachofhispsykers.
Warp Charge Eachmasterylevelgrantsthepsykeronewarpchargetousetocastpsychicpowerseachturn.
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Manifesting Psychic Powers Allpsychicpowersaremanifestedduringthepsychicphase.Thefollowingstepsarefollowedtomanifestapower.Unlessstatedotherwiseapsykercanonlymanifestaspecificpoweronceperturn.1.Thepsykerexpendsthenumberofwarpchargesthepowerrequires.Thusifthepsykerhasnomorewarpchargeshecannotcastmorepsychicpowersevenifhestillhaspowershehasntcasted.2.Ifthepowerrequiresatarget,chosethetargetatthispoint.Thetargetmustbewithintherangeofthepowerbeingusedandthepsykermusthavelineofsightonthetarget.3.Makeapsychictest.Ifthetestisfailedthenthepsychicpowerisnotcast.4.Ifthetargetedunithasapsykerthenmindwarwillensue.5.Resolvetheeffectsofthepower.
Psychic Test Apsykermustmakeapsychictesttomanifestapower,thispsychictestisaleadershiptest,thatmustusedthepsykersleadershipnottheleadershipofanothermodelintheunit.
Perils of the Warp Usingthepowerofwarpisadangerous,ifeitherdouble1ordouble6isrolledwhenmakingapsychictestthenthepsykermakingthetestsuffersoneunsavedwound.
The Mindwar Ittakesapowerfulmindtobendthepowersofthewarptooneswill,justasapowerfulmindcanresisttheuseofsuchpowersthroughsheerforceofwillormanipulationofthewarp.Ifthetargetedunithasapsykerinitthenhecanattempttopreventthepowerfromaffectinghisunit.Eachplayerrollsad6andaddsthemasterylevelofhispsyker.Ifthemanifestingplayerwinsthepoweractsasnormal,ifhisenemywinsthepowerisunsuccessful.
Psychic Hood Apsychichoodallowsthemodelwithapsychichoodusethemindwaronpowerscastonunitswithin12in,thisincludesspellscastonfriendlyorenemyunits.
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Types of Psychic Powers Blessing ablessingtargetsafriendlyunitandgrantssomebonusestotheunit.Unlessstatedotherwisethebenefitslastuntilthestartoftheplayersnextpsychicphase.Blessingscanbeappliedtofriendlyunitsinclosecombat.Thebenefitsandpossiblypenaltiesofmultipleblessingsstackbutcannottakeanycharacteristic(exceptattacks)above10.
Curse acursetargetsanenemyunitandinflictssomekindofpenaltytotheunit.Unlessstatedotherwisethebenefitslastuntilthestartoftheplayersnextpsychicphase.Cursescanbeappliedtoenemyunitsinclosecombat.Thepenaltiesandpossiblybenefitsofmultipleblessingsstackbutcannottakeanycharacteristic(exceptattacks)above10.
Witchfire Witchfireattacksaresimilartoshootingattacksandoncemanifestedfollowtherulesforshootingattacks.Unlessstatedotherwisetheyaretreatedlikeassaultweapons.APsykermayuseseveraldifferentwitchfireattacks,thesepowersdonotneedtobeusedagainstthesameenemyunit.Thereare2specialtypesofwitchfireattacksthatdonothaveasimilarshootingeffect.
Beam Beamattackshitallmodelsinaline(thelineis1mmwide)betweenapointwithinthepowersrangeandthecentreofthepsykersbase.Thepsykermusthavelineofsighttoamodelthepowerhits.Thepowerhitsbothfriendlyandenemymodelsandignoresnormalrulesofwoundallocation.Thestrengthlistedforabeamwitchfirepoweristhestrengththepowerhitsthefirstmodelat,thestrengthfallsbyoneforeachobjectormodelithits.Thepowerstopswhenitreachesstr0.
Nova Novaattackshitallenemyunitswithinthepowersrange,regardlessoflineofsight,terrainoranyotherfactor.
Core Rulebook Powers Biomancy
Range Strength AP Type Cost WarpCharge
Enfeeble 24 curse 15 1
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Endurance 24 blessing 15 1
Haemorrhage 12 Assaultd6 10 2
IronArm self blessing 5 1
Lifeleach 12 6 2 Assault2 10 1
smite 12 4 2 Assault4 5 1
warpspeed self blessing 5 1
EnfeebleEnfeebleisacursethatreducesthetargetsstrengthandtoughnessby1,unitis
treatedasmovingthroughdifficultterrainuntilthestartofthemanifesterspsychicphase
EnduranceEnduranceisablessingthatgrantsrelentlessandfeelnopaintotargetunit
HaemorrhageHaemorrhageisanovawitchfireattack.ItaffectsD6modelsunit,thesemodelsmust
makeatoughnesstestortake1woundwithnosaveallowed.
IronArmIronArmisablessingthatgrantsthemanifester+D3strengthandtoughness(roll
once)
LifeLeechLifeleechisawitchfireattack,ifatleastonewoundiscausedbythelifeleechthenthe
psykerregainsawound.Thispowercanonlyreturnwoundsthathavebeenlost.
SmiteSmiteisawitchfireattack
WarpSpeedWarpspeedisablessingthatgrantsthepsyker+D3Initiativeandattacks(rollonce)
untilthethestartofthepsykersnextpsychicphase.
Divination
Range Type Cost WarpCharge
Foreboding self blessing 5 1
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Forewarning 12 Blessing 10 1
Misfortune 24 curse 15 1
PerfectTiming self blessing 10 1
Precognition self blessing 10 1
Prescience self blessing 25 2
Scriersgaze self blessing 10 1
ForebodingThepsykerandhisunitgaincounterattackanddefensivegrenades.ForewarningForewarningisablessingthatgrantstheunita5+invulnerablesave.MisfortuneMisfortuneisacurse,allrangedattackedagainstthemisfortunedunitgainrending.PerfectTimingPerfecttimingisablessingthataffectsthepsykerandhisunit.Anysuccessfulcover
savesmadeagainstshootingattacksfromthisunitmustbererolled.PrecognitionPrecognitionisablessingthataffectsthepsyker,hererollsallfailedtohit,towound
andfailedsavingthrowsuntilthestartofhisnextpsychicphase.PresciencePrescienceisablessingthataffectsthepsykerandhisunit,alltheirshootingattacks
aretwinlinkeduntilthestartofthepsykersnextpsychicphase.ScriersgazeScriersgazeisablessingthatallowsthepsykersfactiontoroll3diceforreserverollsThepsykersfactionalsogainsa+1totherollforwhichsidedeploysandgoesfirst.
Force
Range Type Cost Warpcharge
forcestrike self blessing free 1
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forcestrikeisablessingthatgrantsthepsykersmeleeattacksinstantdeath
Pyromancy AllPyromancypowersignorecover
Range Strength AP Type Cost WarpCharge
FlameBreath template
5 4 Assault1 5 1
FieryForm self blessing 10 1
FireShield 24 blessing 10 1
Inferno 24 4 5 assault1 10 1
MoltenBeam 12 8 1 Beam 20 2
SpontaneousCombustion
12 assaultd3 10 1
Sunburst 6 4 5 Assault2d6
15 1
FlameBreathFlamebreathisawitchfireattackthathasthepersistentspecialrule
FieryFormFieryformisablessingthataffectsthepsyker.Hegainsa5+invulnerablesave,+2
strandhismeleeattackshavethepersistentspecialrule.
FireShieldFireshieldisablessingthatgrantsthepsykera3+invulnerablesavevsplasma,
flamerandmeltaweapons.
InfernoInfernoisawitchfirepowerthathastheblastandpersistentrule.
MoltenBeamMoltenBeamisabeampowerthathasthearmourbanespecialrule.
SpontaneousCombustion
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Spontaneouscombustionisanovapower,affectedtargetsmusttakeaninitiativetestorsufferanunsavedwound.Foreachmodelkilledinthismannerplacetheblasttemplateoverthemodelbeforeremovingit,allothermodelssufferastrength4ap5hit.
SunburstSunburstisanovapowerthathastheblindspecialrule.
Telekinesis
Range Strength AP Type Cost WarpCharge
Assail 18 2 assault2d6 10 1
Crush 18 2d6 d6 assaultd3 15 1
GateofInfinity 36 blessing 10 1
ObjurationMechanicum 24 curse 10 1
Shockwave 12 3 d6 5 1
Telekinedome 12 blessing 10 1
VortexofDoom 12 10 1 Heavy1 15 2
AssailAssailisawitchfireattack.
CrushCrushisawitchfireattack,ifa12or11isrolledforstrengththeattacksautowound/
penetrate.
GateofInfinityGateofInfinityisablessingthatallowsthepsykertoimmediatelydeepstrike
anywhereonthetablewithin36inofhiscurrentlocation.
ObjurationMechanicumObjurationMechanicumisacursethatforcesthetargettorerollalltohitandtowound
rollsof6.
ShockwaveShockwaveisanovaattackthatcausespinning.
Telekinedome
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Telekinedomeisablessingthatgrantsthetargetunita5+invulnerablesavevsshootingattacks,ifanenemyiswithin6inofthetargetunitthensuccessfulsavesmadeasaresultofthispowercauseahitofequalstrengthanAPtotheenemyunit.
VortexofDoomVortexofDoomisawitchfireattackwiththeblastandpersistantrule.Ifperilsofthe
warparerolledtomanifestthispoweritiscentredoverthepsykerthatmanifestsit.
Telepathy
Range Type Cost WarpCharge
Dominate 24 Curse 15 1
Hallucination 24 Curse 30 2
Invisibility self Blessing 30 2
MentalFortitude 24 Blessing 5 1
PsychicShriek 18 Assault1 10 1
PuppetMaster 24 curse 15 1
Terrify 24 curse 5 1
DominateThedominatedunitmustmakealeadershiptesttomoveorshootuntilthestartofthe
manifestersnextpsychicphase.
HallucinationHallucinationisacursethatinflictsarandomresultfromthetablebelowtothe
targetedunit.
1or2 TheBugs:Theunitisautomaticallypinned
3or4 ???:theunitdoesnotactthisturn
5or6 Infighting:eachmodelintheunitmakesonemeleeattackagainsttheunitwiththeirbestmeleeweapon
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InvisibilityThepsykerandhisunitgaina3+coversaveandmeleeattacksagainstthemareat
WS1
MentalFortitudeMentalFortitudeisablessingthatcausesthetargetedunittoautorally.
PsychicShriekPsychicshriekisacurse.Thetargetedunitmustmakealeadershipteston3d6,ifthe
testisfailed,thetargetedunittakesanumberofarmourandcoverignoringwoundsequaltothedifferencebetweenthe3d6rollandtheunitsleadership.
PuppetMasterPuppetmasterisacurse.Thetargetedunitshootsatthenearestunitcontrolledby
theopposingplayer.
TerrifyTheunittargetbyterrifymustimmediatelymakeamoralecheckasifitlost25%ofits
modelsinashootingattack.
Shooting Phase Theshootingphaseismadeupof6stepsperunitthatshoots.Thestepsare:
1.Chooseaunittoshoot.
2.Chooseatargetfortheunittoshootat.
3.Rolltohit.
4.Rolltowound.
5.Opposingplayerallocateswounds.
6.Theopposingplayermakessavesandremovescasualties.
Choose a unit to shoot Thecontrollingplayerchoosesaunitthatcanshoot,buthasntalreadyshotthisturn.Unitsthatchoosetorunorareengagedinclosecombatcannotshootthisturn.Sometimesspecialruleswillindicatethattheunitcannotshoot.
Running Insteadofshootingaunitcanchoosetorun.Unlessstatedotherwiseaunitrunsd6inches.
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Overwatch Insteadofshootingaunitcanbeplacedonoverwatch.Aunitplacedonoverwatchmayshootjustbeforetheopposingplayerbeginshisshootingphaseinsteadofduringthecontrollingplayersshootingphase.Thisisdoneat1BS.
Choose at target for the unit to shoot at Thechosenunitcanshootatanyopposingunitthatisbothinrangeofaweaponthecontrollingplayersunithas,andthatthecontrollingplayersunithaslineofsightto.Youcanchecklineofsightandrangetomultipleunitsbeforedecidingonatarget.
Line of Sight Lineofsightforshootingisthesameastherulessetoutingeneralprinciples.Onlymodelswithlineofsightcanshootatthetargetunit.
Check Range Everyrangedweaponhasamaximumrangelisted,inordertoshootatatargetatleastonemodelthathaslineofsightmusthaveaweaponthatisinrange.Onlymodelsthathaveaweaponinrangeoftheopposingunitcanshoot,andtheycanonlyuseaweaponwithrangetothatunit.Example:Ifatacticalmarinehasbothaboltpistolandflamerandonlytheboltpistolisinrangeoftheenemy,thetacticalmarinecanonlyshootthepistol.
Which Models can shoot? Inordertoshootamodelmusthavebothlineofsighttothetargetunitandhaveaweaponwithinrange.onlyweaponsthathaverangetotheenemyunitmaybeused.Theplayermustdeclarewhichweaponeachmodelisusingbeforeshooting.
Roll to hit Hittinganenemyunitwitharangedweaponusesthemodelsballisticskill(BS).Todeterminethenumberrequiredtohitsubtractthemodelsballisticskillfrom7.ExampleanorkwithBS2needsa5+tohittheenemyunitonhisd6roll.Theentiretableispresentedbelow.IntherarecaseswhereamodelhasaBShigherthan5,themodelrerolls1sandrequiresthesecondnumberonthesecondrolltohit.
BS 1 2 3 4 5 6 7 8 9 10
Tohit 6 5+ 4+ 3+ 2+ 2+/6 2+/5+ 2+/4+ 2+/3+ 2+/2+Itisrecommendedthatallmodelswiththesameballisticskillandweaponhavetheirtohitdicerolledtogethertosavetime.
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Moving and Shooting Someweaponscannotbefiredeffectivelyifthemodelhasmoved.Weaponswiththeheavytypecannotfireifthemodelcarryingthemhasmoved.
Roll to Wound Onceyouhavedeterminedhowmanyhitseachweapontypeyouarefiringhavecaused,younowhavetorolltowound.Todosocomparethestrengthcharacteristicoftheweapontothetargetstoughness.Keeptrackofhowmanywoundshavebeencaused,ifwoundswerecausedbyweaponswithdifferentAPvaluesorstrengthsandthedifferencematters.(soifallwoundscausedagainstatacticalsquadwerestr4and5andAP3and4,thentheycanallbecountedtogether,butifthereweresomeap2or3woundsinthere,theywouldneedtobekeptseperate.)
Toughness
1 2 3 4 5 6 7 8 9 10
S 1 4+ 5+ 6 6
T 2 3+ 4+ 5+ 6 6
R 3 2+ 3+ 4+ 5+ 6 6
E 4 2+ 2+ 3+ 4+ 5+ 6 6
N 5 2+ 2+ 2+ 3+ 4+ 5+ 6 6
T 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6 6
H 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6 6
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Multiple Toughness Values in a Unit Iftherearemultipletoughnessvaluesinaunitthemostcommontoughnessvaluewillbeusedforthepurposesofshooting.
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Allocation of wounds Onceyouhavedeterminedthetotalnumberofwoundscausedbyyourunit,youropponentmustallocatewoundswithinhisunit.woundsareallocatedtopoolsbasedonsavevaluessoinmanycasesthereisonly1woundpool.Inothercases,suchasawolfguardterminatorattachedtoagreyhunterunittherecanbemorethanonepool.Woundsareallocatedasequallyaspossiblebetweenmodelsbutrolledforingroupsbasedonthesavebeingtaken.Theshootingplayerchoosestheorderthewoundsareallocatedin.Insomecasesthecontrollingplayerwillbeabletomakeasavingthrowvswoundscaused.Soforexampleatacticalsquadwith8bolters,aplasmagunandamissilelauncherrapidfiresata7mangreyhuntersquadwithawolfguardterminatorattached.TheTacticalmarinesget2plasmawoundsand8bolterwoundsonthegreyhunters.Thegreyhuntershave2woundpools,the3+woundpoolandthe2+woundpool.Theshootingplayersaysthatthebolterwoundsareallocatedfirstandmustbeallocatedequally,sothe3+woundpoolgets7bolterwoundsandthe2+woundpoolgets1bolterwound,thespacewolfplayernowhasachoice,atleastoneplasmawoundhastobeallocatedtothegreyhuntersbutthespacewolfplayercanallocatetheotherplasmawoundtoeitherthewolfguard(andhopehisinvulnerablesaveispassed)orthegreyhunters.Athirdwoundcouldonlybeallocatedtothewolfguardafterallthegreyhunterhave2woundsallocatedtothem.Ifmodelshavethesamearmoursavebutdifferentinvulnerablesavesthenseparatepoolsareonlyneedediftheunittakeswoundsthatignoretheirarmour.
Saving Throws Thereare3differentsavingthrowsamodelmayhave,themodelalwaysusesitsbestsavingthrowagainstwoundscausedtoit.Asavingthrowwillalwayshaveavaluefrom2+to6+assignedtoit,inordertopassthesavingthrowthenumberlistedorhighermustberolledonad6,arollofa1isalwaysafail.Thismeansthatalowersavevalueisbetterthanahighersavevalue.
Armour Saves Mostmodelshavesomekindofarmourprotectingthem,rangingfromthe2+saveofferedbyartificerarmourtothe6+savegivenbytyranidchitin.
Armour piercing (AP) manyweaponshaveanarmourpiercingorAPvalue.ThiscanrangefromtheAP1ofameltaguntotheAPofashotgun.APvaluesignorearmoursavesoftheirnumberorhigher(soanAP2weaponignoresallarmoursaves,whileanAP6weapononlyignores6+saves)anAPweaponneverignoresarmour.
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Invulnerable Saves Someunitshaveaninvulnerablesave.unlikeanarmoursave,aninvulnerablesavecanalwaysbetaken,theAPvalueoftheweaponhasnoeffectoninvulnerablesaves.Aninvulnerablesavecanneverbebetterthana3+.
Cover Saves Sometimesyourmodelsarepartiallyhiddenorprotectedbyterrain.Suchsituationsgrantthemodelacoversave.Acoversavecanneverbebetterthana3+
Determining if your models get a cover save Ifmorethanhalfyourunitisinareaterrain,ormorethanhalfyourunitisatleast25%obscuredfromthepointofviewofthefiringmodelorthereisanotherunitbetweentheshootingmodelandthetargetorsomecombinationofthesethenyougetacoversaveofsomekind.
Determining the value of the cover save your unit gets Thestandardcoversaveis5+,butsometypesofcovergrantabetterorworsecoversave.Thetablebelowindicatescommonreasonsforvariouscoversaves.Itisrecommendedthatyoudiscussthecoversavegrantedbyanyterrainwhichtheremaybedoubtastothecoversaveofbeforethegamestarts
Covertype Save
razorwire,picketfence 6+
forest,areaterrain,interveningunits 5+
ruins 4+
fortifications 3+
Going to ground Ifthecontrollingplayerwishes,hecandeclarethathisunitbeingfiredatisgoingtoground.Thisincreasesthevalueofthecoversavetheunitisreceivingby1,iftheunitwasnotgoingtoreceiveacoversave,thenitreceivesa6+save.Goingtogroundcannotincreaseyourcoversavetobetterthan3+.Inthenextturnaunitthatgoestogroundcanonlystandup,ifaunitthathasgonetogroundisassaultedtheyfightatI1forthefirstroundofmeleecombat.
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Focus Firing Sometimesonlypartofaunitisincover,inthesecasestheplayercontrollingtheshootingunitcandecidetofireonlyonthemodelsoutofcoverorinlesseffectivecover.Thisreduceshowwelltheunittakingfirecanprotectitselfbutwillonlykillthemodelsinthecovervaluestatedorworse.Onlythosemodelsinrangeofthemodelsbeingfocusfiredcanshoot.Example:ifatacticalsquadisfiringonaunitoforkboysthathave6modelsinareacoverand4modelsintheopenthemarineplayercouldchoosetofocusfireonthemodelsintheopen.Thesemodelswouldnotgetanycoversave,butthemodelsinareacovercannotberemovedascasualties.
Remove casualties Foreachwoundthatyoueitherdonothaveasavingthrowagainstorthatyoufailasavingthrowagainstonemodelinthatsavepoolreducesitswoundcountby1,youmustcontinueremovingwoundsfromthatmodelunitithasrunoutofwounds.Ifoneofthemodelsinthatsavepoolwasalreadybelowitsmaximumwoundsthenthatmodelloseswoundsuntilitrunsout,ifforsomereasonthereismorethanonemodelwithlessthanitsmaximumwounds,startwiththemodelwiththefewestremainingwounds,thenmoveontothenextwoundedmodelbeforeallocatingwoundstoanunwoundedmodel.
Instant death Someweaponscankillamultiwoundmodelinasinglehit,thiscanhappenforoneof2reasons,firstthattheweaponhastheinstantdeathspecialrule,orsecondthatthestrengthoftheattackisdoubleormorethemajoritytoughnessoftheunit(sostr8isneededtocauseinstantdeathtoaT4model)
Assault Phase Sometimesshootingisnotenoughtodriveyourfoefromhisposition,itmustbetakeninclosecombat.Thereare2subphasestotheassaultphase,thechargesubphaseandthefightsubphase.
Charge Sub-phase Thechargesubphaseistheportionoftheassaultphasewhereunitsentercombat.Usethefollowingstepstoresolveacharge.1.Pickoneofyourunits.2.Declareatargetenemyunit.3.Rollchargedistanceandmoveyourunit.
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Oncethisprocessisdoneproceedtothenextunityouwishtoattempttochargewith.Onceyouhaveattemptedtochargewithallunitsyouwishtochargewithproceedtothefightsubphase.
Pick a unit Someunitscannotdeclareacharge,standardreasonsfornotbeingabletochargeare
Theunitisalreadyinclosecombat Theunitranintheshootingphase Theunitwenttogroundlastturn Theunitfiredweaponsotherthanassaultorpistolweapons Theunitisfallingback.
Declare a Charge Iftheunitfiredduringtheshootingphaseitcanonlychargetheunititshotat.Iftheselectedunitdidnotshotduringtheshootingphase,thenyoumayattempttochargeatanyenemyunitinrange.(standardchargerangeisd6+3).
Roll charge Distance Unlessstatedotherwise,aunitcancharged6+3inches.Iftheunitdoesnotrollhighenoughontheirchargerolltohaveatleastonemodelreachbasetobasecontactwiththeunitbeingchargedthentheunitdoesnotmove.
Move models in charging unit Moveyourmodelclosesttotheenemyunitbeingchargedtheshortestdistancenecessarytoreachbasetobasecontact(ifthisdistanceisfartherthanthedistancerolledforthecharge,thisunitcannotcharge).Thenmoveeachothermodelinyourunitforwardsuptothemaximumdistanceyourolledforthecharge,ifpossibleyourmodelsshouldbeplacedinbasecontactwithanenemymodel.Ifoneofyourmodelscannotreachbasecontactwithanenemymodelmoveittowardstheenemyunitthemaximumdistanceyourolled.Yourunitmustmaintaincoherency.
Charging through difficult terrain chargingthroughdifficultterrainmakesithardtodeliveraneffectiveattack,unitschargingthroughdifficultterrainisadisorganizedcharge.
Charging through dangerous terrain Chargingthroughdangerousterrainistreatedexactlylikemovingthroughdangerousterrain.
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Choose next unit to charge Onceyouhavecompletedthechargesubphasewithoneunit,moveontothenextunityouwishtochargewith.Onceyouhavenomoreunitsyouwishtochargewithmoveontothefightsubphase.
Fight Sub-phase Thefightsubphaseistheportionoftheassaultphasewhereunitsclashinhandtohandcombat.
Choose a combat Theplayerwhoseturnitisgetstochoosetheorderthatcombatsareresolvedin.Completingallthestepsofthefightsubphaseforthatcombatbeforeproceedingtothenextcombat.Itisrecommendedthatyouusesomekindoflogicwhentherearemanycombatstoresolvetomakesureyoufightthemall.
Fight close combat unliketheshootingphase,bothplayersmodelsfightintheassaultphase.Manyofthestepstoresolvingclosecombataresimilartoshooting,modelshavetohit,thenwound,thensavesaremade.
Initiative steps Inclosecombat,reactiontimesandspeedarekeybeingabletostrikeblowsbeforeyouropponentscanseetheirnumbersweakenedbeforetheyhavethechancetostrikeback.Allmodelswiththehighestinitiativeinthefightresolvetheirattackssimultaneously,thenthenexthighestinitiativemodelsandsoonuntilallmodelshavemadetheirattacks.Thismeansthattherecouldbeasmanyas10initiativestepsinonefight,thoughnormallythenumberislower.Notethatmodelsareremovedascasualtiesattheendoftheinitiativesteptheywerewoundedinsoiftheyhaventalreadyattackedthentheywontbeableto.
Initiative step pile in Atthestartofeachinitiativestepmodelsattackinginthatstepmakeapileinmoveof3in,attemptingtogetinbasecontactwithanenemymodel,orfailingthatatcloseaspossibletotheenemy.Dangerousterraintestswillbemadeasneeded.Ifbothplayershavemodelstomove,thentheplayerwhoseturnitiswillmovefirst.
Who can fight? modelsthatareinbasecontactwithanenemymodel,orwithin2inofafriendlymodelinbasecontactmustusetheirattacks.Othermodelswillnotfightthisfightsubphase,butwilllikelyfightinfuturesubphases.Modelsmaketheirattackswhentheirinitiativestepisreached.
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Number of attacks Eachmodelcapableoffightingmustfight.ThemodelmakesanumberofAttacks(A)baseonhowmanyattacksithaslistedonitscharacteristicprofileplusbonusattacksforanyofthefollowingitqualifiesfor:
+1Chargingifthemodelchargedthisplayerturnitgetsanextraattack. +1Twoweapons,ifthemodelhasatleast2onehandedweapons(oftenapistoland
meleeweapon,thoughitcouldbe2pistolsor2meleeweapons)thenitgetsabonusattack
Otherbonusesmaybegrantedbyspecialrulesorwargear.Example:Atacticalmarinehas1Attackbase,isequippedwith2onehandedweapons,aboltpistolandachainswordandcharged.Hewouldget3attacks.
Rolling to hit Unlikeballisticskillwhereyoualwayshavethesamenumberyouhavetorollontohitthetarget,weaponskillisbasedonacomparisonbetweentheweaponskilloftheattackerandthedefender.Thefollowingtableindicateswhatnumberorhigheryouneedtorolltohit.
Defendersweaponskill
1 2 3 4 5 6 7 8 9 10
A 1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
T 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
T 3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+
A 4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
C 5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+
K 6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
E 7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
R 8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
W 9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+
S 10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+Thenumberrequiredisbasedofftheindividualmodelsweaponskillagainstthemajorityweaponskilloftheenemyunit.
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Rolling to wound Intheshootingphasethestrengthusedtodeterminehoweasilytheenemywaswoundedwasbasedoffthestrengthoftherangedweapon.Inthefightsubphasethisisdeterminedbythebasestrengthofthemodel,sometimesmodifiedbytheclosecombatweaponsthemodelhas.
Toughness
1 2 3 4 5 6 7 8 9 10
S 1 4+ 5+ 6 6
T 2 3+ 4+ 5+ 6 6
R 3 2+ 3+ 4+ 5+ 6 6
E 4 2+ 2+ 3+ 4+ 5+ 6 6
N 5 2+ 2+ 2+ 3+ 4+ 5+ 6 6
T 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6 6
H 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6 6
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+
Multiple Toughness Values in a Unit Iftherearemultipletoughnessvaluesinaunitthemostcommontoughnessvaluewillbeused.
Allocation of wounds Onceyouhavedeterminedthetotalnumberofwoundscausedbyyourunitinthisinitiativestep,youropponentmustallocatewoundswithinhisunit.woundsareallocatedtopoolsbasedonsavevaluessoinmanycasesthereisonly1woundpool.Inothercases,suchasawolfguardterminatorattachedtoagreyhunterunittherecanbemorethanonepool.Woundsareallocatedasequallyaspossiblebetweenmodelsbutrolledforingroupsbasedonthesavebeingtaken.Theattackingplayerchoosestheorderthewoundsareallocatedin.Insomecasesthecontrollingplayerwillbeabletomakeasavingthrowvswoundscaused.Example:Atacticalsquadchargesa7mangreyhuntersquadwithanattachedwolfguardterminatorandinflicts9wounds.Thespacewolfplayermustallocate1woundtoeachofhis
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models,in2pools,oneforthe3+armourhisgreyhuntershave,thesecondforthewolfguardterminator.Hecanchoosetoallocatethefinalwoundtoeitherwoundpool(hewouldhavetosufferatotalof17woundsbeforehecouldallocateathirdtothewolfguard)
Saving Throws Inclosecombatonlyarmourandinvulnerablesavesmaybetaken.Themodelalwaysusesitsbestsavingthrowagainstwoundscausedtoit.Asavingthrowwillalwayshaveavaluefrom2+to6+assignedtoit,inordertopassthesavingthrowthenumberlistedorhighermustberolledonad6,arollofa1isalwaysafail.Thismeansthatalowersavevalueisbetterthanahighersavevalue.
Armour Saves Mostmodelshavesomekindofarmourprotectingthem,rangingfromthe2+saveofferedbyartificerarmourtothe6+savegivenbytyranidchitin.
Armour piercing (AP) manyweaponshaveanarmourpiercingorAPvalue.ThiscanrangefromtheAP1ofanecronwarscythetotheAPofachainsword.APvaluesignorearmoursavesoftheirnumberorhigher(soanAP2weaponignoresallarmoursaves,whileanAP6weapononlyignores6+saves)anAPweaponneverignoresarmour.
Invulnerable Saves Someunitshaveaninvulnerablesave.unlikeanarmoursave,aninvulnerablesavecanalwaysbetaken,theAPvalueoftheweaponhasnoeffectoninvulnerablesaves.Aninvulnerablesavecanneverbebetterthana3+.
Cover Saves Coverprovidesnoprotectionfromthehorrorsofclosecombat.
Remove casualties Foreachwoundthatyoueitherdonothaveasavingthrowagainstorthatyoufailasavingthrowagainstonemodelinthatsavepoolreducesitswoundcountby1,youmustcontinueremovingwoundsfromthatmodelunitithasrunoutofwounds.Ifoneofthemodelsinthatsavepoolwasalreadybelowitsmaximumwoundsthenthatmodelloseswoundsuntilitrunsout,ifforsomereasonthereismorethanonemodelwithlessthanitsmaximumwounds,startwiththemodelwiththefewestremainingwounds,thenmoveontothenextwoundedmodelbeforeallocatingwoundstoanunwoundedmodel.
Begin next Initiative step oncecasualtieshavebeenremoved,starttheprocessagainatthenexthighestinitiativestep.
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Determine Assault results Inmostcasesonesideortheotherwinscombat.Thisisdecidedbytotalingupalltheunsavedwoundseachsidehassuffered,thesidethatcausedmoreisthewinner.Theloserwillhavetomakeamoralecheckandfallbackifitfails.Woundscausedbyinstantdeathcounttowardsthistotal.
Check morale Thelosingunitmakesamoralecheckwithapenaltyequaltothedifferenceinunsavedwoundscaused.Ifthemoraletestispassedtheunitsremainlockedincombatawillcontinuetofightinthenextplayersassaultphase.Ifthemoraletestisfailed,thentheunitwillfallbackandthisclosecombatisover.
Useless weapons Ifthelosingsideofcombatisincombatwithaunitithasabsolutelynochanceofhurtingthentheplayercanchoosetoautomaticallyfailthemoralecheck,withallassociatedpenaltiesandrisks.
Sweeping Advance Fleeingfromcombatisdangerous,particularlyagainstafastopponent.Asweepingadvanceisattemptedwheneveraunitfailsitsmoralecheckinclosecombat.Bothsidesrollad6andaddtheirinitiative.Ifthewinneroftheclosecombatalsowinsthesweepingadvance,theunitfallingbackisdestroyedcompletely.Ifthefallingbackunitwins,itfallsbackasnormal.Ifthewinnersoftheclosecombatarealsoinclosecombatwithotherunitsthenitcannotsweepingadvance.
End of combat pile in Allmodelsnotinbasecontactmakeanadditionalpileinmoveattheendofcombat.
Consolidation Ifauniteitherdestroysormakesallenemyunitsinwasfightingflee,thentheunitmaymoved6inchesThismovementfollowsallnormalrulesformovement.
Multiple combats Sometimesmorethantwounitsareinvolvedinafight.Thesefightsfollowallnormalrulesforcombatunlessstatedotherwisehere.
Declaring a charge Theprimaryunitbeingchargedmustremaintheunitthatwasshotatintheshootingphase.Otherunitsbeingchargedareconsideredsecondarytargets.
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Disorganized charge Chargingmultipleunitsistheprimaryreasonadisorganizedchargehappensbutcanbecausedbyotherthingslikechargingthroughdifficultterrain.Disorganizedchargesdonotgrantabonusattackforcharging.
Roll Charge Range Chargerangeisrolledasnormal,thechargefailsifthenumberrolledisnotenoughtoreachtheprimarytarget.
Moving charging models Thefirstmodelmovedmustendinbasecontactwithamodelintheprimarytarget.Othermodelscanengageanyunitsolongastheyremainincoherencyanddontmovemorethenthechargedistancerolled.
Directing attacks Modelsinbasecontactwithonlyoneenemyunitmustdirecttheirattacksagainstthatunit,modelsinbasecontactwith2differentunitscanchoosehowitsplitsitsattacksbetweenthetwounits.Modelsthatarewithin2inofamodelinbasecontactcandirecttheirattackstoanyunitsthemodelincasecontactcanattack.
Assault results Thetotalunsavedwoundsinflictedoneachsideareusedtodeterminethewinnerofmultiplecombats,allunitsonthelosingsidemustmakeamoralecheck.
Shooting in Close combat Youcannotshootintooroutofclosecombat.Thusunitslockedincombatcannotactduringtheshootingphase.Ablastweaponcanscatterintoclosecombat,itwillhitallmodels,bothfriendlyandenemyunderitsfinalposition.Unitslockedincombatcannotgotogroundortakepinningtests.
Morale Moraleisarepresentationofyourmodelsabilitytokeepfightingdespitethedeathsoftheircomrades,andfearoftheunknown.
Morale Checks Moraleisstronglybasedonleadershipsomoraletestsareatypeofleadershiptests.Moralechecksaremadebyrolling2d6andcomparingtheresultwiththeunitsleadership.Ifthetestispassednothinghashappened,ifthetestisfailedthentheunitwillfallback.
Morale Check modifiers Theleadershipvalueamoraletestismadeonisfrequentlymodified.Whenthisisthecasetheruleswillstatehowthemoraletestismodified.
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Insane Heroism Nomatterwhatpenaltyisappliedtoaunitsleadershipitalwayspassesmoraletestsonarollofdouble1.
When to test Thefollowingarethemostcommonreasonstomakeamoraletest.
losing25%ormoreofaunitscurrentmodelsinoneshootingorpsychicphase. losinganassault,inthiscasethetesthasa1leadershippenaltyappliedforeach
woundtheassaultislostby.
Fall back Whenamoraletestisfailedtheunitimmediatelyfallsback2d6unlessitsfallbackdistanceisdifferent.Unitsfallingbackcontinuetofallbackdirectlytowardstheirtableedge,theyarenotslowedbydifficultterrainbuttakedangerousterraintestsasnormal.Unitsfallingbackwillmovearoundimpassableterrainbytheshortestroute.Ifatanypointanymodelmovesoffthetablethentheentireunitisdestroyed.Ifanarmyhasnospecifictableedgethenfallingbackunitsfleetowardstheclosesttableedge.
Falling back from close combat Modelsfallingbackfromlosingclosecombatcanmovethroughtheunittheywereinclosecombatwithifthatisthemostdirectroutetotheirtableedge.
Trapped Ifaunitcannotmakeitsfullfallbackmovewithoutdoublingbackthenitisdestroyed.
Falling back and shooting aunitfallingbackcandonothingbutfallbackandattempttoregroup.
Morale and falling back Aunitfallingbackfailsallmoralechecksexceptregroupchecks.
Regrouping Aunitfallingbackcanmakealeadershiptesttoregroupatthestartofitscontrollingplayersturn.Regroupingisaleadershiptest.Normallyaunitcanonlyregroupifitisabove25%ofitsoriginalstrength.Ifthetestispassedthentheunitmayconsolidate.Afterconsolidatingtheunitcannotmoveduringthisturn(soitcannotrunorcharge)butitmayshootorusepsychicpowers.Theunitcountsasmovingforthepurposesofshooting.Iftheleadershiptestisfailedortheunitcannotmakearegrouptestthentheunitcontinuestofallback.
Falling back and assaults Ifaunitthatisfallingbackischargeditcanmakeanotherleadershipchecktoregroup.Ifthetestisfailedtheunitisdestroyed,ifthetestispassedthentheclosecombatproceedsasnormal.
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Universal Special Rules Thefollowingisalistofspecialrulesthatarecommonbetweenseveralcodexes.Unlessspecificallystated,aunitdoesnothaveanyofthefollowingspecialrules.
Adamantium will Attemptstocastpyschicpowersonaunitwiththisruleisdonea2leadership
And they shall know no fear Modelswiththisruleautomaticallypassregrouptests.Inadditiontheyareimmunetofear.
Assault Vehicle Unitscanassaultoutofvehicleswiththisruleafteritmovesatcombatspeedwithoutpenalty.
Armourbane Modelswiththisruleroll2d6forarmourpenetrationinclosecombat.Rangedweaponswiththisruleroll2d6forarmourpenetrationwhenmakingashootingattackagainstvehicles.
Aura (x) ModelswiththeauraspecialruleapplywhateverspecialruleXislistedin()toallfriendlyunitswithin6inofthemodelwiththisrule.
Barrage Barrageweaponsareaspecialtypeofblastorlargeblastweapon.Firstlytheycanfireindirectly,whendoingsotheshotalwaysscatters2d6withnoreductionforballisticskill.Secondlycoversavesaredeterminedfromthecentreoftheblastmarker.
Multiple Barrage multiplebarrageweaponsfollowallrulesforbothbarrageweaponsandmultipleblastweapons.
Blast ABlastweaponusesthe3inblastmarker.Blastweaponsdonotneedtorolltohit,insteadyouchooseaspecificmodelinthetargetunitthatiswithintheweaponsrangetocentretheblastmarkerover.Theinitialplacementoftheblastmarkercannothavefriendlymodelsunderit.Thenrollforscatteryourollthescatterdieand2d6.Ifahitisrolledthentheblastweaponhashitexactlywhereyouwantitto,ifanarrowisrolledtheblastmarkerwillscatterinthedirectionofthearrowanumberofinchesequaltothenumberrolledonthe2d6thefirersballisticskill(toaminimumof0in).Itispossibleforblastweaponstoscatterbeyondaweaponsrangeoroutoflineofsight.Ahitisscoredforeachmodelundertheblastmarker.Woundsareallocatedasnormal.
Multiple blasts Eachblastweaponisresolvedseparatelyforscatterandcanchoosetotargetdifferentmodelsinthesamesquadifthecontrollingplayerwishes.
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Blast weapons and re-rolls Ifablastweaponhasarerollyoucanchoosetorerollboththe2d6andthescatterdie.Itisanallornothingdeal.
Large Blast Largeblastsworkexactlylikesmallblastsexceptthatyouusethe5inlargeblastmarker.
Blind Aunithitbyablindweaponimmediatelymakesaninitiativetest.IfthetestisfailedthenthemodelistreatedasbeingWSandBS1untilthestartofthecurrentplayersnextturn.
Brotherhood of psykers Aunitwiththisrulecountsasamasterylevel1psyker,theunitmustpurchaseatleastonepoweravailabletothem.Theunitusesitshighestleadershipforpsychictestsbutmaynotuseanindependentcharactersleadershipforthistest.Ifperilsofthewarpissufferedthenthemodelwiththehighestleadershiptakesthewound.Randomizeifmultiplemodelsaretiedforthehighestleadership.
Bulky Thismodelcountsas2fortransportcapacity
Very Bulky Thismodelcountsas3fortransportcapacity
Extremely Bulky Thismodelcountsas5fortransportcapacity
Concussive Amodelthatsuffersatleast1unsavedwoundfromthisweaponistreatedasInitiativeoneuntiltheendofthenextassaultphase.
Counter Attack Modelswiththisrulearealwaysconsideredtobecharginginthefirstroundofcombatunlessalreadyinclosecombat.
Crusader Modelswiththisrulemayrerollrundistance,sweepingadvanceandconsolidation.
Daemon Modelswiththisrulehavea5+saveandthefearspecialrule.
Eternal Warrior Amodelwiththisruleisimmunetoinstantdeath.
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Fear Atthestartofeachsubphaseaunitinbasecontactwithaunitwiththisrulemustmakealeadershiptest,failurecausestheunitinbasecontacttofightatWS1untiltheendofthecurrentfightsubphase.
Fearless Unitswiththefearlessruleautomaticallypasspinning,fear,regroupandmoraletestsorchecks.Fearlessunitscannevergotogroudorusetheourweaponsareuselessrule.
Feel no Pain Unitswithfeelnopaingettomakeaspecialrollafterfailingasavingthrow,ifthed6resultis5or6thenthewoundisignored.Sometimesunitshaveadifferentvaluefortheirfeelnopainroll,ifthatisthecasethenthenumberinbracketsistheminimumnumberneededonthed6roll.Ifforsomereasonaunithasfeelnopainfrommultiplesources,increasethevalueofthebestsourceoffeelnopainby1(soaironhandscommandsquadwithanapothecarywouldhavefeelnopainfromtheapothecaryandfeelnopain(6+)fromironhandschaptertactics,thereforetheunithasfeelnopain(4+)).
Fleet unitswithfleetcanchargeafterrunning.
Fleshbane unitswiththisspecialrulealwayswoundona2+inclosecombat.Rangedweaponsalwayswoundon2+forshootingattacks.Thisrulehasnoeffectagainstvehicles.Sometimesthevalueafleshbaneweaponwoundsonisdifferentthan2+,thisnumberwillbeinbracketsafterfleshbane.
Deep strike Inordertomakeuseofdeepstrikeallmodelsintheunitmusthavethisrule.Deepstrikeonlycomesintoplayifaunitisreserved.Aplayermustinformhisopponentthattheunitisgoingtodeepstrikewhenheplacesitinreserve.Someunitsmustarriveviadeepstrike,thiswillbeindicatedintheirunitprofile.
Arriving via deep strike Whenaunitarivesbydeepstrikeplaceonemodelwhereyouwanttheunittoarrive.Thenrollforscatter.Theunitarrivesinthelocationindicatedbythescatterdie.Modelsdeepstrikingtreatalldifficultterrainasdangerousterrain.Oncethefirstmodelisplaced,remainingmodelsmustbeplacedinbasecontactwiththeinitialdeepstriker.Oncethereisacompletecirclearoundtheinitialdeepstriker,furthermodelsmustbeplaceinbasecontactwiththefirstcircle,additionalcircleswillbeaddedoncethepreviouscirclefillsup.
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Arrivingviadeepstrikeisallthattheunitcandoduringthemovementphase(unitsinsideadeepstrikingtransportmaydisembark),itmayactnormallyduringtheshootingphase(thoughtheunitcountsasmoving).Deepstrikingmodelscannotchargeduringtheassaultphase.
Deep strike Mishaps Iftheentireentireunitcannotbedeployedafterthefinalpositionoftheinitialdeepstrikerisdetermined,whetherthisbebecausesomemodelswouldarriveoffthetable,ontopoffriendlymodels,within1inorontopofenemymodelsorarrivinginimpassibleterrain,theunitrollsonthedeepstrikemishaptable.
D6 Effect
1 theunitisdestroyed
2or3 youropponentmayplacetheunitinanylegallocationonthetable(noscatterisrolled)
4,5or6 theunitreturnstoreserve
Furious Charge Intheassaultphasewheremodelswiththisunitchargeintocombattheunitgainsthehammerofwrathspecialrule(ifthemodelalreadyhadthisruleithasasecondhammerofwrathattack)andfightsat+1strength(thisincludeshammerofwrath).
Gets hot weaponswiththegetshotrulecauseawoundtothewielderonatohitrollof1.armourorinvulnerablesavesmaybetakeasnormal.Vehiclesignorethisrule.
Gets hot and weapons that dont roll to hit ifaweapondoesnotrolltohitthenrollad6beforeusingtheweapon,onarollof1theweapondoesnotfirethatshotandthemodeltakesawoundasnormalforgetshot.
Gets hot an re-rolls ifthemodelcanrerollitstohitrollthentheinitialgetshotrollisignored.Getshotwillstilloccuronrollsof1.
Hammer of Wrath Ifamodelwiththisspecialrulechargesandendsitsmoveinbasecontactwithatleastoneenemymodel,itmakesoneadditionalattackthatautomaticallyhits.Thisattackisresolvedininitiativestep10andhasastrengthequaltothestrengthofthemodelwiththisrule,theattackisAP.Thisdoesnotgrantthemodelanadditionalpileinmove.
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Hatred Unitsthatcontainoneormoremodelswiththehatredrulererolltohitinthefirstroundofcombatagainsttheirhatedenemies.Unlessspecifiedamodelwiththisrulehateseverymodelintheopposingplayersarmy.Hatredcanbeveryspecific(suchashatredbigmeks)orverybroad(suchashatredspacemarines).
Haywire Whenaweaponwiththisspecialrulehitsavehicle,rollonthetablebelowinsteadofrollingarmourpenetration
D6 Effect
1 Noeffect
25 Glancinghit
6 Penetratinghit
Hit and Run Aunitwiththisrulecanattempttoleavecombat.Ifthecombatisnotamultiplecombattheneachplayerrollsad6andaddsthehighestinitiativeintheunitengagedincombat.Iftheplayerattemptingtohitandrunwinshepicksadirectionandmovesupto3d6thatway,ignoringunitshewasincombatwithbutotherwisefollowingallnormalmovementrules.Iftheotherplayerwinscombatthentheunitremainslockedincombat
Hit and run and multiple combat Iftheunitisattemptingtohitandrunfrommultipleenemyunits,thenitmusttestagainstandbeatallenemyunitstobesuccessful.Iftheunitthatisattemptingtopreventhitandrunisalsoincombatwithanotherunitthenitautomaticallylosestherolloff.
Ignores Cover Coversavesmaynotbetakenagainstweaponswiththisrule.
Infiltrate Unitsthatcontainatleastonemodelwiththisspecialruleisdeployedlast,afterallotherunits(bothfriendandfoe).Ifbothsideshaveinfiltratorsthentheyrolloftooseewhoplacestheirunitsfirst.Modelsdeployingviainfilitratecanbeplacedanywhereonthemapaslongastheyarefurtherthan18infromanyenemyunitorfurtherthan12iniftheyareoutoflineofsight.Independentcharacterscannotjoinaunitwiththisruleunlesstheyalsohavetherule.
Independent Character Independentcharactercanjoinotherunits,theycannotjoinavehiclesquadronorunitsthatarealwayscomposedofsinglemodels.Agroupofindependentcharacterscanformtheir
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ownunit.Whilepartofaunitandindependentcharactercountsaspartofthatunitforanytests.
Joining and leaving units Anindependentcharactercanstartthegameattachedtoanotherunitinyourarmy.Theymaystartembarkedondedicatedtransportsaslongasthereisenoughtransportcapacityforthemandtheentireunittheyjoin.Anindependentcharactercanjoinaunitbyenteringcoherencywiththatthatunit,notethatnomodelcanmovemorethanitsmovementcharacteristic.Independentcharactersleaveaunitbymovingoutofcoherencywiththeunit.
Special rules unlessstatedotherwiseboththeindependentcharacterandtheunitneedtohavethespecialruleinordertobothbeabletouseit.
Modifiers Ifanindependentcharacterispartofaunitaffectedbyamodifier(sayfromablessing)thenbothwillstillbenefitfromitaftertheindependentcharacterhasleft.Converselyifonlyoneoftheunitortheindependentcharacterwasaffectedbeforetheindependentcharacterjoinedthenonlythatpartofthenewunitwillbeaffected.
Shooting Independentcharactersareconsideredpartoftheunittheyareinforshooting,woundsmustbeallocatedtothem.Insomecasestheysharethesamearmourgroupaseveryoneelseandcanbeshielded,othertimestheyhaveaseperatewoundpool.
Close combat Independentcharacterswillalwaysattempttoreachthefrontofthelinesofclosecombat,theycanmoveafriendlymodeloutofthewaytoenterbasecontactwiththeenemy.Onlymodelsinbasecontactorwithin2inofafriendlymodelinbasecontactmaydirecttheirattacksatanindependentcharacter.Theyaretreatedastheirownminiunitforhitting,woundingandsavesinclosecombat.
Instant death Unsavedwoundsinflictedbyanattackwiththisspecialruleautomaticallyremoveallthewoundsfromonemodelinthetargetedunit.
It will not die Atthestartofyourplayerturn,anyfriendlymodelonthetablewiththisspecialrulethathaslesswoundsorhullpointsthenitstartedthegamewithregainsawoundonarollof5+.Ifitisavehiclethenona5+eitheraweapondestroyedorimmobilizedresultisrepaired.Determinewhatisrepairedrandomly.
Jet Aunitwhereallmodelshavethisrulecanmove2d6intheassaultphaseaslongastheunitdoesntchargeorislockedincombat.
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Jink Modelswiththisspecialrulealwayshaveacoversaveof5+aslongastheunitmovesatleast6in.Ifaunitwiththisruleturbobooststhenthecoversaveincreasesto4+.
Lance Weaponswiththelancespecialruletreatarmourvaluesgreaterthan12as12.
Master-crafted Mastercraftedweaponsallowthewieldertorerollafailedtohitrollwiththatweapononceperturn.
Melta Meltaweaponshavethearmourbaneruleunderhalfrange.
Monster Hunter Modelswiththisspecialrulererolltowoundmonstrouscreatures.
Move Through Cover Modelswiththemovethroughcoverruleroll3d6andtakethehighestwhenmovingthroughdifficultterrain.Modelswiththisruleadd+1totheirdangerousterraintests.
Night Vision Modelswiththisruleignoretheeffectsofnightfighting.
Outflank Whendeployingmodelsaplayermaystatethatanyunitwiththisspecialrulewillarrivefromreservesbyoutflank.Thechecktoseewhentheyarriveisthesameasregularreserves,butinsteadofcomingonfromyourtableedgetheycomeonfromasideedge.Ona12thesideedgetotheleftofyourtableedge,ona34theedgetotheright,ona56youpickwhichtableedgeleftorright.
Persistent weaponswiththisrulewillcontinuetoaffectthetargetlongafteritisinitiallywounded.Atthestartofyournextturnafterwoundingamodelwithapersistentattackrolltowoundagain,ifthemodelsuffersandunsavedwoundthentheattackwillpersistuntilnextturn.
Persistent Blast and template markers Ifaweaponhastheblastortemplatemarkerspecialruleandthepersistentspecialrulethenleavethemarkerinplaceafterdetermininghits.Atthestartofyournextplayerturnrollad6,ona4+themarkerremainsinplace,otherwisetheeffectdissipates.anymodelsthatstarttheirturnormoveoverapersistentmarkerarehitbytheweaponimmediately.
Pinning Ifanonvehicleunitsuffersoneormoreunsavedwoundsfromaweaponwiththisspecialrule,thentheunitmustmakealeadershiptest(witha1foreachadditionalunsavedwoundbeyondthefirst)ifthetestispassedtheunitisunaffected,ifthetestisfailedthentheunit
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immediatelygoestoground.Theunitdoesnotbenifitfromtheincreasedcoversavefortheattackthatcausedittogotogroundinthismanner.
Power of the Machine Spirit Modelswiththisspecialrulemayfireanadditionalweaponthanisnormallypermitted.Thisweaponcanfireatadifferenttarget,thoughallothershootingrulesmustbefollowed.
Preferred Enemy Modelswiththisspecialrulererollonestohitandtowoundagainsttheirpreferedenemies.
Psychic Pilot Vehicleswiththisrulearetreatedasbeingleadership10duringthepsychicphaseandhaveamasterylevelof1.
Rage Modelswiththisspecialrulegain+2attacksonthechargeinsteadof1.Iftheymakeadisorganisedchargeorcounterchargetheyonlyget+1attack.Modelswithragealwaysshootattheclosestenemyunitandmustalwaysattempttochargeifpossible.
Relentless Modelswiththisspecialrulearealwaystreatedasnotmovingforthepurposesofshooting,theymayalsoattempttochargenomatterwhatweaponstheyusedintheshootingphase.
Rending WeaponswiththisspecialruleareAP2iftheyrolla6towound,thetargetisautomaticallywoundedregardlessoftoughness.Ifcheckingforarmourpenarollof6grantsanadditionald3tothecheck.Modelswiththisrulearetreatedasiftheyhaveameleeweaponwiththisrule.
Scout Modelswiththisrulegainafreemovebeforethegamestarts.Infantry,Artillery,WalkersandMonstrousCreaturescanmoveupto6in,otherunittypescanmove12in.Thismoveignoresdifficultanddangerousterrain.Ifbothsideshaveunitswiththisrule,rollofftoseewhomovesfirst.
Shred weaponswiththeshredspecialrule,rerollsfailedtowoundrolls.Modelswiththisrulearetreatedashavingameleeweaponwiththisrule.
Skilled Rider Modelswiththisruleadd+1todifficultterrainchecksandtreatsitscoversavefromjinkasbeing1better.
Slow and purposeful Modelswiththisrulecannotrun,sweepingadvance,turboboostormoveflatout.
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Smash amodelwiththisrulecanhalfitsattackstogainX2strength,AP2andunwieldy(2)onitsremainingattacks.IfthemodelwasalreadyI2orI1thenitisunwieldy(1)instead.
Specialist weapon aspecialistweaponneverbenefitsfromthemodelhavingadditionalclosecombatweaponsunlesshehasasecondidenticalweapon.Example:2lightningclawswillgrantabonusattackfor2closecombatweapons.
Split Fire Asinglemodelfromaunitwiththisrulecanfireatadifferenttargetthentherestoftheunit.
Stealth Modelswiththisspecialruletreattheircoversavesasbeing1pointbetterthantheterraintheyareinwouldnormallygrant.Insomerarecasesmodelshavepowerfulmeansofconcealmentandgainmorethana1pointincreaseontheircoversaves,thisbettervaluewillbelistedinbracketsafterstealth.Othertimestheruleonlyappliesincertainterrain.
Stubborn modelswiththisspecialruleignoreallpenaltiestotheirleadershipformakingleadershiptests.
Swarm Swarmsdoubleallwoundsfromeachblast,largeblastandtemplateweapontheysuffer.Swarmsalsoignoredifficultterrain,butmakedangerousterrainchecksasnormal.
Tank Hunters Modelswiththisspecialrulererolledfailedarmourpenetrationchecks.Theymaychoosetorerollglancinghitsbutmustacceptthefinalresultevenifitisworse.
Torrent Whenfiringaweaponwiththisrule,thetemplatemustbeplacedsoitsnarrowendiswithin12inofthemodelwiththeweapon.Thelargeendcannotbeclosertothemodelthanthenarrowend.Otherwiseitfunctionslikeanyothertemplateweapon.
Twin-linked twinlinkedweaponsmayrerollallfailedtohitrolls.
Twin linked blast weapons Twinlinkedblastweaponscanrerollthescatterdiceand2d6.
Twin linked template weapons Twinlinkedtemplateweaponsrerolltowound.
Unwieldy (x) weaponswiththeunwieldyspecialrulealwaysmaketheirattacksinXinitiativestep.
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Unit Types Infantry Infantryunitsfollowallnormalrules.Therearenospecialrulesthatapplytoallinfantry.
Bikes Bikeunitsarenormallymodelsthatareonabikeorsomethingsimilartoabike.
Movement Bikescanmoveupto12induringthemovementphase.Theyarenotslowedbydifficultterrainbuttreatalldifficultterrainasdangerous.
Falling Back Bikesfallback3d6insteadof2d6.
Shooting Abikemodelmayshootoneweaponperrideronthebike.Bikescannotgotogroundorbepinned.
Assault Bikesdonotsufferdisorganizedchargeswhenassaultingthroughcover,buttheytreatalldifficultterrainasdangerousterrain.
Special Rules AllbikeshavetheHammerofwrath,Jinkandrelentlessspecialrules.
Turbo-boosting Insteadofrunningabikeunitcanturboboost.Turboboostingallowstheunittomoveupto12instraightforward.
Jetbikes Jetbikesfollowalltherulesforbikesexceptthattheycanmoveoverallmodelsandterrain.Theymustmakeadangerousterraintestiftheybeginorendmovementindifficultterrain.Jetbikesmayendtheirturnontopofimpassibleterrainifitispossibletoplacethemodelthere,theterrainisdangerous.Jetbikescanturboboostupto24in.
Artillery Artilleryunitsconsistof1ormoregunnersand1ormoreguns.Gunshavethefollowingprofile.
WS BS S T W I A Ld Sv
7 2 3+Ifallcrewmodelsarekilledthentheunitisautomaticallydestroyed.
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Independentcharacterscannotjoinanartilleryunit.
Moving with artillery youmusthaveatleast1crewperguntomovetheartilleryunit.
Shooting with artillery Agunnermayfireoneartillerypiecewithin2inofhim.Bothheandthegunmusthavelineofsighttothetarget,unlessthegunisabarrageweapon.Rangesaremeasuredfromthegun.Additionalgunnersmayfirewhateverweapontheyhave.
Shooting at artillery Artilleryunitsalwaysusethetoughnessofthegunsaslongasthereisatleastonegunleft.Woundsareallocatedasnormal.Iftheunitgoestogroundonlythegunnersbenefit.
Assault Phase Onlygunnersfightintheassaultphase.Artilleryunitsmaynevercharge.
Morale and Falling back Alwaysusethegunnersleadershipformoralechecks.Iftheunitfallsbackanygunsthatcannotbemovedareabandonedanddestroyed.Artilleryunitsautomaticallylosesweepingadvance.
Jump Units Jumpunitscanusetheirjumppackstomovefasterineitherthemovementphaseortheassaultphase.Iftheunitdoesnotuseitsjumppacksthenitmovesasanormalmodelofitstype.Whenusingtheirjumppacks,jumpmodelscanmoveoverothermodelsandterrain,ifthemodelstartsorendsitsmovementindifficultterrainitistreatedasdangerous.Jumpmodelscannotendtheirmovementinalocationwhereyoucannotplacetheirbase.Impassibleterrainisdangerous.
Movement phase Iftheyusethejumppackinthemovementphasethentheunitcanmove12in.
Assault phase Iftheyusethejumppackintheassaultphasetheunitcancharge6+d6inches.Theunitgainshammerofwrath.
Fall back moves Jumpmodelsalwaysfallback3d6.
Special Rules Jumppacksgrantthebulkyanddeepstrikespecialrules.
Monstrous Creatures Monstrouscreaturesmayfireupto2rangedweaponsintheshootingphase
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Special Rules MonstrousCreatureshavethefear,movethroughcoverandrelentlessspecialrules.
Beasts/ Cavalry Beastscanmoveupto12ininthemovementphase.
Assault phase Beastscharge6+d6in.
Falling back Beastsfallback3d6.
Vehicles Vehiclesareanymodelthatisclearlymadeofmetalandhastobecontrolledbyadriverorpilot.Somearesinglepersonvehicles,likedreadnoughtsandriptides,whileothersrequireseveralcrewtooperate,likeaLemanRuss.
Vehicle Characteristics Likeothermodelsvehicleshaveacharacteristicprofile.Thisprofilesharessomecharacteristicswithothermodelswhileothercharacteristicsarecompletelydifferent.
Ballistic skill Avehiclesballisticskillworksjustlikeanyothermodels.
Armour Value Thischaracteristiccovers3differentpartsofthevehicleandhowmuchprotectiontheyhave.Thehigherthenumberthebettertheprotectiononthatpart,armourvaluesrangefrom10to14.The3partsarefront,sidesandrear.
Type Similartounittype,vehicletypesmodifyhowcertainvehiclesworkcomparedtothenorm.
Vehicles and measuring distances Normallywhenmeasuringdistances,measuretoandfromthehullofavehicle.Whenfiringweaponsmeasureanddrawlineofsightfromthemuzzleoftheweapontofigureoutrange.
Vehicle Movement Vehiclesmoveatoneofthreespeeds:
Stationary:thevehicledoesntmoveduringthemovementphase CombatSpeed:thevehiclemovesupto6in. CruisingSpeed:thevehiclemovesupto12in.
Vehiclesturnbypivotingabouttheircentre,thisusesnomovementdistance.Avehiclethatonlyturnsisconsideredstationary.
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Difficult and Dangerous Terrain Vehiclestreatalldifficultterrainasdangerousandmustmakeimmobilizationcheckswhencrossingsuchobstacles.Tomakeanimmobilizationcheckrollad6onarollof1,thevehicleisimmobilizedatthepointitenteredtheterrain.
Shooting with a vehicle Howmanyweaponsavehiclecanfiredependsonhowfastitmoved:
Stationary:Allweaponsmaybefired. Combatspeed:vehiclemayfire1mainweaponandalldefensiveweapons Crusingspeed:vehiclemayfire1defensiveweapon.
Defensiveweaponsareanyweaponsmountedonavehiclethatarestr5orless.Ordnanceweapons:ifavehiclefiresandordnanceweaponthenthevehiclemaynotfireanyotherweapons.
Moving Flat Out Avehiclecanmove6ininsteadofshootingintheshootingphase.
Vehicle weapons and line of sight Vehicleweaponsdrawlineoflightalongtheweaponbarrel.Thevehiclecanblocklineofsightofitsownweapons.
Shooting At a vehicle Inordertoshootatavehiclethemodelmustbeabletodrawlineofsighttoeitherthehullorturretofavehicle.
Vehicle facing and armour value Whatfacingtheattacksagainstavehiclearemadecanmattergreatly.Todeterminethefacingtheshothitsdraw2imaginarylinesfromoppositecornersdividingoutsideofthemodelinto4sections,thefront,leftside,rightsideandrear.
Blast weapons Blastweaponsalwayshitthesideofthevehiclethatfacestheshooter.
Template weapons Templateweaponsalwayshitthesidethatfacestheshooter.
Armour Penetration rolls Tomakeanarmourpenetrationroll,addad6tothestrengthoftheattack.
IftheD6+strengthisgreaterthanthearmourvalueofthefacingbeinghittheattackisapenetratinghit
iftheD6+strengthtiesthearmourvalueofthefacingbeinghittheattackisaglancinghit
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IftheD6+strengthislessthanthearmourvalueofthefacingbeinghitthetargetisunaffected
Resolving Damage Foreachhitthatglancesorpenetratesrollonthechartbelowwiththefollowingmodifiers
2Glancinghit +1opentoppedvehicle +1AP1weapon
D6 Result
lessthan1 noeffect
12Crewshaken Thevehiclecannotshootnextturn
3Crewstunned thevehiclecannotmoveorshootnextturn
4Immobilized Thevehiclecannotmovefortherestofthegame
5weapondestroyed 1weapononthevehicleisdestroyed
6Explosion thevehicleiscompletelydestroyed,allmodelswithind6inchesaroundthevehicletakeastr3hit.Allembarkedmodelstakeastr4hit.
Ifyourollaresultbetween1and6onthetableandthatresultwouldhavenofurthereffectonthevehicleatthistimethenewresultisthenextdownthetable.(soifanimmobilizedresultisrolledforasecondtimethenaweaponisdestroyedinstead)
Wrecked vehicles Ifavehicleisimmobilizedandallitsweaponsaredestroyedthenvehicleiswrecked.Wreckedmodelsessentiallybecometerrainonthetableprovidingcoverandblockinglineofsight.Itisbothdifficultanddangerousterrain.
Vehicles and cover Vehiclescangainadvantageofcoversaveslikeanyothermodelexceptthatatleast25%ofthethefacingbeingfiredatmustbebehindcover.Acoversaveismadeforeachglancingandpenetratinghit,asuccessdiscardsthehit.Vehiclescannevergotoground.
Vehicles and Invul saves Inrarecasesavehiclemayhaveainvulnerablesave.Ainvulnerablesaveismadeforeachglancingandpenetratinghit,asuccessdiscardsthehit.
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Vehicles and assault Normalvehiclescannotcharge,walkersandchariotsaretheexceptiontothisrule.Modelscanonlyassaultavehiclethattheycandamage,theygainallnormalbonusesforcharging.Vehiclesthatareimmobilizedordidnotmoveinthecontrollingplayerslastmovementphaseareautomaticallyhit.Otherwiseavehicleishitona3+.Walkersfightwiththeirownweaponskill.
Armour penetration Inassaultallarmourpenetrationchecksaremadeagainstreararmour.
Combat resolution Forthepurposesofcombatresolutioneachglancingandpenetratinghitcountsas1wound.Vehiclesautomaticallypassallmoralechecks.Therearenosweepingadvances,pileinsorconsolidationmovesattheendofafightsubphasewithavehicle.Losingcombattoavehiclecausesmoralechecksasnormal.Vehiclesandunitsinbasetobasewiththemarenotlockedincombat.
Vehicle Squadrons AVehiclesquadronisessentiallyaunitmadeupofvehicles.
Moving a vehicle squadron Avehiclesquadronhasacoherencyof4ininsteadof2in.
Shooting with squadrons Allvehiclesinasquadronmustshootatthesametarget.
Shooting at squadrons Allshootingattacksusetheclosestvehicleinthesquadronfordetermininglineofsightandarmourfacing.
Assaulting squadrons Whenassaultingavehiclesquadronattacksaremadeagainsttheclosestvehicleinthesquadron.
Damaging a squadron whenavehiclesquadrontakesdamage,applyalldamagetotheclosestvehicleuntilitisdestroyedthenproceedtothenextone,rememberingthatifavehicleisunaffectedbyaresultthenmovethenexteffectdownonthelist.
Abandoning a vehicle Ifonevehicleinasquadronisimmobilizedtherestofthesquadroncanabandonit.Thisvehicleisnowtreatedasitsownunit.
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Vehicle Types forallvehicletypesnormalvehiclerulesapplyunlessthevehicletyperulessaydifferently.
Transports Transportsarevehiclesthatcancarrymodelsinsidethem.
Tansport Capacity Alltransportshaveamaximumtransportcapacity,atransportcanneverholdmoremodelsthanitslistedcapacity.OnlyoneunitandattachedIndependentCharacterscanbeinatransportatonetime.Normallyatransportcanonlycarryinfantry.
Unshakable Nerve Modelsinatransportnevermakeleadershipchecks.
Dedicated Transports Someunitsmaypurchaseadedicatedtransport,onlythatunitandanyattachedindependentcharacterscanstartthegameinsideadedicatedtransport.
Fire Ports Sometransportshavefireports.Onemodelmayshootoutofeachfireport.Ifthetransportmovedatcombatspeedthantheunitistreatedasmovingforthepurposesofshooting.Modelsmaynotfireifthetransportmovedatcruisingspeed.Likeanyunitallmodelsfiringoutoffireportsmustshootatthesameopposingunit.
Access points Atransportsprofilewillstatewhereavehiclehasaccesspoints,thesearethelocationswheremodelscanembarkanddisembarkthetransportfrom.
Embarking and Disembarking Onlyoneembarkationordisembarkationpertransportcantakeplaceeachturn.
Embarking Aunitcanembarkonatransportifithasenoughtransportcapacityfortheentireunitandallmodelsintheunitcanmovetowithin2inofanaccesspoint.Difficultanddangerousterraintestsaremadeasnormal.Ifthetransportmovesbeforetheunitembarksthenitcannotmoveaftertheunitembarks.Ifthetransporthasnotmovedbeforetheunitembarksitcanmovenormally.
Disembarking Aunitthatisdisembarkingcanmove6infromanyaccesspoints.Theunitmustfinishincoherency.Allnormalmovementrulesincludingdifficultanddangerousterrainmustbefollowed.Modelsobviouslycountasmovingafterdisembarking.Atransportcanmoveeitherbeforeorafteraunitinsidedisembarksbutnotboth.Modelscannotdisembarkfromatransportthathasmovedmorethan6in.
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Emergency Disembarkation Ifforanyreasonaunitcannotnormallydisembarkfromatransport(normallybecauseeitherenemyunitsorimpassibleterrainblocksallaccesspoints)theunitcanmakeanemergencydisembarkation.Theunitcanmove6infromanypartofthevehiclehullthatisnotblocked.Theunitcantakenootheractionsthisturn.
Independent Characters and Transports Anindependentcharactercanboardatransportonitsownbeforeorafteraunitoratthesametimeasaunit.Thetransportmusthaveenoughcapacityforallmodels.Anindependentcharacterdoesnothavetodisembarkatthesametimeastheunitinsideatransport.
Assaulting out of a transport Aunitmayonlychargeafterdisembarkingfromatransportifthetransportdidnotmovebeforetheunitdisembarked.Suchchargesarealwaysdisorganized.
Vehicle Damage and Passangers
VehicleDamage EffectonPassangers
CrewShaken Modelsinsidemaynotusefireportsthisturn
CrewStunned Modelsinsidemaynotusefireportsthisturn
WeaponDestroyed Noeffect
Immobilized Noeffect
Wrecked modelsmustdisembark,theyaretreatedasifindifficultterrain
Explosion EachmodelinsidetakesaStr4APhitModelsthathaveleftadestroyedtransportcanbefiredonbyotherunitsthisshootingphase.
Chariot ChariotsaredesignedforIndependentcharactersasamightysteedthattheycandirectthebattlefrom.Theyaretransportsthathaveatransportcapacityof1.
Sweep attack IfachariotisalsoaskimmerthenanembarkedIndependentCharactermayattackfromitasitmovesoverenemyunits.Foreachattackonhisprofilerollad6,ona4+theICscoresahitontheunitwithameleeweaponofhischoice.Anywoundscausesaretreatedasmeleeattacks.
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Shooting at a Chariot Shootingattacksareresolvednormallyagainstachariot.
Assault with a chariot Unlikeothervehiclesachariotcandeclareachargeassumingthechariotdidnotflatoutthisturn.
Fighting from a Chariot Amodelembarkedonachariotistreatedasbeinginbasetobasewithallmodelsinbasecontactwiththechariot.InclosecombatallattacksmustbedirectedattheICifoneisembarked.Chariotsareneverlockedincombat.ChariotsprovideincreasedprotectionfortheICembarkedonthem.Themodelembarkedonachariothas+1tohisarmoursavewhilefightinginclosecombatfromhischariot.
Special Rules ICsembarkedonchariotsnevermakealeadershiptest.AchariothasthehammerofwrathUSR.Itmakesd6str6hammerofwrathattacks.
Open-Topped Vehicles Vehicle Damage Opentoppedvehiclesadd+1toallrollsonthevehicledamagechart.
Open Topped Transports Theentirevehicleisconsideredanaccesspointonanopentoppedtransport.
Fire Points Anopentoppedvehicleistreatedashavinganumberoffirepointsequaltoitstransportcapacity.Modelsusingthefirepointsmeasurerangeandlineofsightfromthehullofthevehicle.
Special Rules AssaultVehicle
Heavy Aheavyvehiclemaynevermoveabovecombatspeedandisalwaystreatedasstationaryforthepurposesofshooting.
Fast Fastvehiclesmaymove12inwhenmovingflatout.Fastvehiclesthatmoveatcombatspeedmayfirealltheirweaponsasiftheywerestationary.Fastvehiclesthatmoveatcruisingspeedmyfireasfireasiftheyweremovingatcombatspeed.
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Skimmers Skimmers and Measuring Skimmershaveaflyingbasebutallmeasurementsarestilltakenfromthehull.
Skimmers and Movement Skimmersmovesimilarlytojumpinfantry.Theymoveoverdifficultanddangerousterrainandothermodelsbutmustmakeadangerousterraincheckiftheystartorfinishtheirmoveindifficultordangerousterrain.
Fast Skimmers Fastskimmersmoveupto18inwhenmovingfullout.
Skimmers and Damage Ifaskimmerisimmobilizeditmustrollagainonthevehicledamagechartinadditiontobeingimmobilized.
Special Rules Jink
Walkers Walkersareunusualforvehicles.Theyhaveseveralstatsthatvehiclesnormallydontbutothermodelsdo.WalkershaveaWeaponSkill,Strength,InitiativeandToughness.
Walkers and Measuring Ifthewalkerhasabase,doallmeasuringfromthatbase,otherwiseusethemodelshull.
Moving Walkers Walkersmovelikeinfantryunlessstatedotherwise.Theytreatdangerousterrainasdangerousanddifficultterrainasdifficultlikeinfantry.Ifawalkerfailsadangerousterraintestitisimmobilized.Unlikeinfantryawalkerhasarmourvaluessoitsfacingisimportant.
Walkers and Shooting Awalkermayfireallitsweaponsintheshootingphase.Awalkermustpivotintheshootingphasesothatitsweaponspointatthetarget.(weaponshavea90arc)Immobilizedwalkerscannotpivot.
Walkers and assault Walkerscanchargeandbelockedincombat.ModelsattackingawalkerrolltohitagainstthewalkersWSandalwaysattackthefrontarmourexceptagainstimmobilizedwalkerswhicharehitontheirreararmour.Likemostothermodelsawalkergainsabonusattackforchargingandhaving2closecombatweapons.Ifawalkerhasmorethan2closecombatweaponsitgainsanadditionalattackforeachextraweaponbeyondthefirst.Meleeweaponscanbedestroyedjustlikeshootingweapons.Walkersthatarestunnedorimmobilizedhaveonelessattackthannormal.
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Unlessawalkerisstunnedorimmobilizeditcanpilein,sweepingadvanceorconsolidate.
Ramming a walker Awalkercannotdeathorglory.
Tank Tank Shock Atankmustdeclareatankshock
Ram ATankmustdeclarearambeforemoving.Aslongasthevehiclecanreachtheenemyvehiclewithitsmovementitcanramtheenemyvehicle.Eachvehiclesuffersahitwiththefollowingstrengthmodifiers.
+1foreachpointofAVabove10onthefacingthatmakesimpact +1forreachfull3inofmovement +1forbeingatank
Ifthevehiclebeingrammedexplodesthenthetankcancontinuemovinguptoitsfullmovement
Vehicle Upgrades Dozer Blade thevehiclererollsfaileddifficultterraintests
Extra Armour Vehicleswithextraarmourtreatstunnedresultsasshaken.Notethatifthevehiclewasalreadyshakenitmustbestunnedbeforeweaponsgetdestroyed,soextraarmourdoesnotmakeiteasierforthevehicletoloseweapons.
Hunter Killer Missile
Name Range Strength AP Type Special
HunterKiller 48in 8 3 Heavy1 Oneuse
Smoke lauchers Oncepergameinsteadofshootingatankcanuseitssmokelaunchers.Thisgrantsitthestealth(+2)specialruleuntilthestartofthecontrollingplayersnextturn.
Searchlight Amodelcanuseasearchlightwhenitfires.Untilthestartofthenextcontrollingplayer'sturnboththemodelwiththesearchlightandthemodelitshotsatdonotgainanyofthebenifitsofnightfighting.
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Weapons Weapon Profiles Aweaponhas4keystats
Range Therangeofaweaponindicatesthemaximumrangeaweaponcanbeused.Aindicatesthatitisameleeweapon.Templateusesthetemplatemarker.
Strength Iftheweaponsstrengthislistedasuserthenitusesthebasemodelsstrength,a+orwithanumberaftermodifiestheusersstrengthforusingthisweapon.Iftheweaponhasafixedstrengthlisteusethatnumber.
Armour Piercing ArmourPiercingisanindicationofhowgoodtheweaponisatpenetratingarmour.
Weapon Type weapontypeindicateshowmanyshotsaweaponhasandvariousrulesabouthowtheyareused.Manyweapontypesfiremultipleshots,thiswillalwaysbeindicatedafterweapontype.ForExampleanAssault3weaponfires3shots.Ifamodelhasmorethanonerangedweaponitmaynormallyonlyuseonepershootingphase.
Melee Meleeweaponscanonlybeusedinhandtohandcombat.Unlessaweaponisaspecialistweapon,havingmultiplemeleeweaponsgrantsabonustoattacksinclosecombat.Ifamodelisequippedwithmultiplemeleeweaponsthecontrollingplayerchooseswhichweapontouseineachfightsubphase.
Assault Anassaultweaponcanalwaysfirethenumberofshotslistedinitsprofile.Amodelcanassaultafterfiringanassaultweapon.
Heavy Heavyweaponsaremoveorshoot.Modelscannotnormallyassaultafterfiringaheavyweapon.
Ordinance Ordinanceisasubsetofheavyweaponsthattakethebetterof2d6forarmourpenetrationandaffecthowmanyotherweaponsavehiclecanfire.
Pistol Pistolsareassault1weaponsthatarealsotreatedasmeleeweaponswithaprofileof
Range Strength AP Type
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Pistol User Melee
Gunslinger Amodelmayfire2pistolsintheshootingphase.
Rapid Fire Amodelmayfirearapidfireweapononcetomaximumrangeortwicetwoshotswithinhalfrange.Modelscannotnormallyassaultafterfiringarapidfireweapon.
Salvo weapons Salvoweaponsareprobablythemostcomplicatedweapontype.Theyhavetwonumberslistedfornumberofshots.Thenumberbeforethe/isthenumberthatarefiredifthemodelwiththeweaponhasmoved,whenthetargethasmoveditcanonlyshottohalfitsmaximumrange.Thenumberafterthe/isthenumberofshotsthattheweaponhasifithasifthemodelhasnotmovedthisturn.
Template weapons Alltemplateweaponsignorecover.Insteadofrollingtohit,placethetemplatemarkerwiththenarrowendtouchingthemodelwiththetemplateweapon.Itshouldbeplacedsoithitsasmanyenemymodelsaspossibleinthetargetunit.Atemplatehitsallmodelsunderneaththetemplatemarker.Thetemplatemarkercannotbeplacedsoithitsfriendlymodels.
Grenades Grenadesareacategoryofweaponswithendlessuses.Someareonlyeffectiveagainstvehicles,othersareusedtohinderenemiesinclosecombat.Amodelmayonlymakeoneattackwithagrenadeinclosecombat.
Assault/ Frag grenades Theunitignorespenaltiesforassaultingthroughterrain
Defensive grenades chargingamodelwithdefensivegrenadesprovidesnoextraattacks
Krak grenades akrakgrenadecanbeusedagainstavehicle.ItisS6,AP4.
Choosing An Army Anarmymustbechosenfromasinglecodexandasingleforceorganizationchart.
Codex ACodexisdocumentthatcontainsalltherulesnecessarytoplayasinglefactionorarmy.Itcontainsallthespecialrulesandunitsforthefaction.
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Points Value Everymodelandupgradehasapointsvalue.Thetotalpointsvalueofanarmyisthesumofthepointsvaluesofallthemodelsinanarmylist.Asageneralrulethemorepointsamodelisworththemoreusefulitis.
Size of a Game Bothsidesneedtoagreetothepointstotaleachsidecanspendonunitsfromtheircodexofchoice.Thispointlimitisthemaximumnumberofpointsthatcanbespentonyourarmy.
The Army List Eachsidemustchosetheirforcesbasedonanarmylist.Eachcodexhasatleastonearmylist,mosthaveseveralvariantsofthesamelist.Anarmylistisdividedinto5sections.
HQ Headquartersunitsaregenerallyindependentcharacters.IfthearmyhasawarlorditmustbeanICfromanHQchoice.
Troops Troopsarethebackboneofanyarmy.Theyarenormallythemostnumerousforcesinyourarmy.
Elites ChoicesfromtheelitessectionarenormallyexactlythatthebestandmostexpensiveunitsthatareavailabletoanarmyoutsideofIndependentCharactersfromHQ.
Fast attack Fastattackchoicestypicallymovequicklyandeitherpayapremiumforsuchspeedorlackfirepowerorstayingpower.
Heavy Support Choicesfromheavysupportareusuallyexpensivebutbringlotsoffirepowertothetable.
Force Organization Chart Theforceorganizationchartiswhatlimitshowmanyunitsofvarioussectionsofanarmylistyoucantakeinyourarmy.Therearebothminimumandmaximumstohowmanyunitscanbeselectedfromeachsectionofthearmylistasdetailedbelow.
HQ Anarmymusttakeatleast1HQchoicebutnomorethan2.
Troops Anarmymusthaveaminimumof1troopper500pointsinanarmy.Soifyouareplayinga2000pointgame,youneedaminimumof4troopchoices.Youcantakeamaximumof6troopsinanarmy.
Elites Yourarmycantakenomorethan3elitechoices.
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Fast Attack Yourarmycantakenomorethan3fastattackchoices.
Heavy Support Yourarmycantakenomorethan3heavysupportchoices.
Warlord Yourarmymaycontainawarlord.AwarlordcanbeanyHQchoicethatisalsoandIndependentCharacter.AwarlordmaytakeaWarlordtraitlistedbelowortakeawarlordtraitfromitscodex.
Trait Effect Cost
InspiringPresence Unitsfromthesamearmywithin12incanthewarlordsleadership
15points
IntimidatingPresence Enemyunitswithin12inmustusetheirlowestleadership
15points
MasteroftheVanguard Thewarlordandunitsfromthesamearmywithin12ingainfleet
20points
TargetPriority Thewarlordandtheunitheisattachedtorerollonestohitwhenshootingatunitsthatarewithin3inofanobjectivethatmattersforyourmission
10points
Coordinatedassault Thewarlordandallfriendlyunitswithin12incanrerolltheirchargedistance
15points
MasterofDefense ThewarlordgainsthecounterattackUSR 15points
MasteroftheOffense ThewarlordgainsthefuriouschargeUSR 15points
MasterofManoeuvre Thewarlordgainstheoutflankrule 15points
LegendaryFighter Thewarlordgains+1victorypointforeachIChekills
10points
Tenacity Thewarlordgainsfeelnopain 15points
ConquerorofCities Thewarlordgainsthemovethroughruinsandstealth(ruins)specialrules
10points
NightAssault TheNightfightingspecialruleisineffectforthefirstturn
20points
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MasteroftheAmbush Alloutflankingunitscanrerollwhichedgetheyenter
15points
StrategicGenius Whilethewarlordisaliveyoumayrerollallreserverolls
15points
Dividetoconquer Whileyourwarlordisaliveyourenemyisata1toallreserverolls
15points
Fighting A Battle Onceyouhaveselectedyourarmiesitistimetodeterminewhatmissionseacharmyhasbeenassignedandhowtheforcesaredeploying.
Deployment Thereare3differentdeploymenttypes.Youcaneitheragreeonadeploymenttypeorrollfordeploymenttype.Rollofftoseewhodeploysandgoesfirst.Unitsmustbedeployedsothattheystartthegameincoherencyandentirelywithinyourdeploymentzone.
1. Long Edges Theplayersdeployalongoppositelongtableedgesmorethan12infromthecentrelineofthetable.
2. Short Edges Theplayersdeployalongoppositeshorttableedgesmorethan12infromthecentrelineofthetable
3. Diagonals Theplayersdeployinoppositecornersmorethan12infromthediagonal.Theplayerwhogoesfirstchoseswhatcornerhewants.
Missions Youandyouropponentmustdecidetotogetherifyouwanttohavethesameordifferentmissions.Eitherwaythemissionwillberandomlyselected.Ifyouaredoingdifferentmissionsthenyoudonothavetotellyouropponentwhatthatmissionis,thoughyouneedtowriteitdownsomewheresoyoucanprovethatwasyourmissionwhenthegameends.Beforerolling5objectivesshouldbeplaced.Oneineachdeploymentzoneand3innomansland.
Placing objectives Objectivescanbeplacedanywhereonthetableaslongasthefollowingrulesarefollowed
Objectivescannotbeplacedwithin12inofanotherobjective Object