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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


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