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Introduction Other Docs Loyalist Marines The Rules Characteristics Zerolevel Characteristics Characteristic Modifiers Units General Principles Measuring Distances Dice Scatter Dice Dividing Rerolls Roll off Randomizing Cocked dice Dice off the table Blasts and Templates Scatter Characteristic test leadership test Rule Prioritity Controlling Player vs Opposing Player Line of Sight The Turn Game Turn Exceptions The Movement phase Which models are moving Different movement distances within a unit Models in the way Models in close combat Unit Coherency Moving through terrain Psychic Phase Mastery Level Warp Charge Manifesting Psychic Powers Psychic Test Perils of the Warp pg 1/64

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  • IntroductionOtherDocs

    LoyalistMarinesTheRules

    CharacteristicsZerolevelCharacteristicsCharacteristicModifiers

    UnitsGeneralPrinciples

    MeasuringDistancesDiceScatterDiceDividingRerollsRolloffRandomizingCockeddiceDiceoffthetableBlastsandTemplatesScatterCharacteristictestleadershiptestRulePrioritityControllingPlayervsOpposingPlayerLineofSight

    TheTurnGameTurn

    ExceptionsTheMovementphase

    WhichmodelsaremovingDifferentmovementdistanceswithinaunitModelsinthewayModelsinclosecombatUnitCoherencyMovingthroughterrain

    PsychicPhaseMasteryLevelWarpChargeManifestingPsychicPowers

    PsychicTestPerilsoftheWarp

    pg1/64

  • TheMindwarPsychicHood

    TypesofPsychicPowersBlessingCurseWitchfire

    BeamNova

    CoreRulebookPowersBiomancyDivinationForcePyromancyTelekinesisTelepathy

    ShootingPhaseChooseaunittoshoot

    RunningOverwatch

    ChooseattargetfortheunittoshootatLineofSightCheckRangeWhichModelscanshoot?Rolltohit

    MovingandShootingRolltoWound

    MultipleToughnessValuesinaUnitAllocationofwoundsSavingThrows

    ArmourSavesArmourpiercing(AP)

    InvulnerableSavesCoverSaves

    DeterminingifyourmodelsgetacoversaveDeterminingthevalueofthecoversaveyourunitgetsGoingtogroundFocusFiring

    RemovecasualtiesInstantdeath

    AssaultPhaseChargeSubphase

    PickaunitDeclareaCharge

    pg2/64

  • RollchargeDistanceMovemodelsinchargingunit

    ChargingthroughdifficultterrainChargingthroughdangerousterrain

    ChoosenextunittochargeFightSubphase

    ChooseacombatFightclosecombatInitiativesteps

    InitiativesteppileinWhocanfight?

    NumberofattacksRollingtohitRollingtowound

    MultipleToughnessValuesinaUnitAllocationofwoundsSavingThrows

    ArmourSavesArmourpiercing(AP)

    InvulnerableSavesCoverSavesRemovecasualtiesBeginnextInitiativestepDetermineAssaultresults

    CheckmoraleUselessweaponsSweepingAdvance

    EndofcombatpileinConsolidationMultiplecombats

    DeclaringachargeDisorganizedcharge

    RollChargeRangeMovingchargingmodelsDirectingattacksAssaultresults

    ShootinginClosecombatMorale

    MoraleChecksMoraleCheckmodifiersInsaneHeroismWhentotestFallback

    pg3/64

  • FallingbackfromclosecombatTrapped

    FallingbackandshootingMoraleandfallingbackRegroupingFallingbackandassaults

    UniversalSpecialRulesAdamantiumwillAndtheyshallknownofearAssaultVehicleArmourbaneAura(x)Barrage

    MultipleBarrageBlast

    MultipleblastsBlastweaponsandrerolls

    LargeBlastBlindBrotherhoodofpsykersBulky

    VeryBulkyExtremelyBulky

    ConcussiveCounterAttackCrusaderDaemonEternalWarriorFearFearlessFeelnoPainFleetFleshbaneDeepstrike

    ArrivingviadeepstrikeDeepstrikeMishaps

    FuriousChargeGetshot

    GetshotandweaponsthatdontrolltohitGetshotanrerolls

    HammerofWrathHatredHaywire

    pg4/64

  • HitandRunHitandrunandmultiplecombat

    IgnoresCoverInfiltrateIndependentCharacter

    JoiningandleavingunitsSpecialrulesModifiersShootingClosecombat

    InstantdeathItwillnotdieJetJinkLanceMastercraftedMeltaMonsterHunterMoveThroughCoverNightVisionOutflankPersistent

    PersistentBlastandtemplatemarkersPinningPoweroftheMachineSpiritPreferredEnemyPsychicPilotRageRelentlessRendingScoutShredSkilledRiderSlowandpurposefulSmashSpecialistweaponSplitFireStealthStubbornSwarmTankHuntersTorrentTwinlinked

    pg5/64

  • TwinlinkedblastweaponsTwinlinkedtemplateweapons

    Unwieldy(x)UnitTypes

    InfantryBikes

    MovementFallingBack

    ShootingAssaultSpecialRulesTurboboosting

    JetbikesArtillery

    MovingwithartilleryShootingwithartilleryShootingatartilleryAssaultPhaseMoraleandFallingback

    JumpUnitsMovementphaseAssaultphaseFallbackmovesSpecialRules

    MonstrousCreaturesSpecialRules

    Beasts/CavalryAssaultphaseFallingback

    VehiclesVehicleCharacteristics

    BallisticskillArmourValueType

    VehiclesandmeasuringdistancesVehicleMovement

    DifficultandDangerousTerrainShootingwithavehicle

    MovingFlatOutVehicleweaponsandlineofsight

    ShootingAtavehicleVehiclefacingandarmourvalueBlastweapons

    pg6/64

  • TemplateweaponsArmourPenetrationrollsResolvingDamage

    WreckedvehiclesVehiclesandcoverVehiclesandInvulsaves

    VehiclesandassaultArmourpenetrationCombatresolution

    VehicleSquadronsMovingavehiclesquadronShootingwithsquadronsShootingatsquadronsAssaultingsquadronsDamagingasquadronAbandoningavehicle

    VehicleTypesTransports

    TansportCapacityUnshakableNerveDedicatedTransportsFirePortsAccesspointsEmbarkingandDisembarking

    EmbarkingDisembarking

    EmergencyDisembarkationIndependentCharactersandTransportsAssaultingoutofatransportVehicleDamageandPassangers

    ChariotSweepattackShootingataChariotAssaultwithachariot

    FightingfromaChariotSpecialRules

    OpenToppedVehiclesVehicleDamageOpenToppedTransportsFirePointsSpecialRules

    HeavyFast

    pg7/64

  • SkimmersSkimmersandMeasuringSkimmersandMovementFastSkimmersSkimmersandDamageSpecialRules

    WalkersWalkersandMeasuringMovingWalkersWalkersandShootingWalkersandassaultRammingawalker

    TankTankShockRam

    VehicleUpgradesDozerBladeExtraArmourHunterKillerMissileSmokelauchersSearchlight

    WeaponsWeaponProfiles

    RangeStrengthArmourPiercingWeaponType

    MeleeAssaultHeavy

    OrdinancePistol

    GunslingerRapidFireSalvoweaponsTemplateweaponsGrenades

    Assault/FraggrenadesDefensivegrenadesKrakgrenades

    ChoosingAnArmyCodexPointsValue

    pg8/64

  • SizeofaGameTheArmyList

    HQTroopsElitesFastattackHeavySupport

    ForceOrganizationChartHQTroopsElitesFastAttackHeavySupport

    WarlordFightingABattle

    Deployment1.LongEdges2.ShortEdges3.Diagonals

    MissionsPlacingobjectives1.IntelligenceGathering2.Seizeground3.HoldGround4.Destroy5Dataupload6.SurviveSecondaryObjectives

    SlaythewarlordLinebreaker

    ControllingObjectivesFirstTurn

    SizetheIniativeGameLengthMissionspecialrules

    NightFightingReserves

    pg9/64

  • 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.

    pg10/64

  • 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).

    pg11/64

  • 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.

    pg12/64

  • 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.

    pg13/64

  • 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.

    pg14/64

  • 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.

    pg15/64

  • 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.

    pg16/64

  • 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.

    pg17/64

  • 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

    pg18/64

  • 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

    pg19/64

  • 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

    pg20/64

  • 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

    pg21/64

  • 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

    pg22/64

  • 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

    pg23/64

  • 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.

    pg24/64

  • 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.

    pg25/64

  • 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.

    pg26/64

  • 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.

    pg27/64

  • 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.

    pg28/64

  • 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.

    pg29/64

  • 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.

    pg30/64

  • 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.

    pg31/64

  • 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.

    pg32/64

  • 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

    pg33/64

  • 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.

    pg34/64

  • 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.

    pg35/64

  • 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.

    pg36/64

  • 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.

    pg37/64

  • 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.

    pg38/64

  • 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.

    pg39/64

  • 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.

    pg40/64

  • 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.

    pg41/64

  • 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

    pg42/64

  • 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.

    pg43/64

  • 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

    pg44/64

  • 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.

    pg45/64

  • 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.

    pg46/64

  • 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.

    pg47/64

  • 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

    pg48/64

  • 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.

    pg49/64

  • 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

    pg50/64

  • 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.

    pg51/64

  • 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.

    pg52/64

  • 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.

    pg53/64

  • 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.

    pg54/64

  • 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.

    pg55/64

  • 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.

    pg56/64

  • 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.

    pg57/64

  • 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

    pg58/64

  • 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.

    pg59/64

  • 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.

    pg60/64

  • 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

    pg61/64

  • 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