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SECONDARY OBJECTIVES

7TH EDITION 40K MISSIONS OBJECTIVES 45 Supremacy:


- D3VP if you control twice as many Slay The Warlord (1VP): MORALE
objectives as your opponent (min 2). If the enemy Warlord has been removed as

REFERENCE ETERNAL WAR MISSIONS GENERAL OBJECTIVE RULES


46 Domination:
- D3+3VP if you control all objectives.
a casualty as the end of the game.
First Blood (1VP):
GENERAL MORALE RULES

SHEETS
 1 Crusade: 

- D3+2 Mysterious Objectives.
Placing Markers
- Roll off to see who places first. Purge
The first unit, of any kind, to be completely
destroyed during the game. If two opposing
Morale checks
- Morale checks are always 2D6 against the
- Markers cannot be placed within 6” of the 51 Overwhelming Firepower: units are destroyed simultaneously, both highest Ld in the unit.

 2 Purge the Alien: 

- Kill Points.
edge or within 12” of another marker.
- Cannot be placed on Impassable Terrain.
- 1VP if an enemy unit was completely
destroyed in the Shooting phase.
players get the point. - Insane Heroism: A roll of double 1 always
passes.
- Cannot be placed in buildings, but on Linebreaker:
V6 - Aug 2015 3 The Scouring: 

- 6 Numbered Mysterious Objectives. buildings is ok.
- D3VP if 3 units destroyed.
If, at the end of the game, you have at least When to test

 52 Blood and Guts: one model from a scoring unit completely - When a unit suffers 25% or more casualties

 4 Big Guns Never Tire: 
 Controlling Markers - 1VP if an enemy unit was completely within 12" of the enemy’s table edge during any phase, test at the end of that
by ArbitorIan

- D3+2 Mysterious Objectives, KP for - You control an objective if you have one destroyed in the Assault phase. phase (except the Assault phase).
HS units destroyed. model from a scoring unit and no models - D3VP if 3 units destroyed. - When losing an assault, test with a Ld
arbitorian@gmail.com from enemy units within 3”. modifier equal to the number of wounds it
5 The Emperor’s Will: 
 53 No Prisoners:
- All units are scoring except Swooping
- 1 Mysterious Objective each.
FMCs, Zooming Flyers (or units embarked
- 1VP if an enemy unit was completely
destroyed in your turn.
DEPLOYMENT lost by.

6 The Relic: 
 on one), or unclaimed buildings. - D3VP if 3-5 units destroyed. FALLING BACK (p57)
- 1 Relic Objective. - Claimed buildings are scoring - D3+3VP if 6+ units destroyed.
- Falling Back units cannot score. - Units make a Fall Back move immediately
- All missions use Night Fighting and - Units in a building are within 3” of any RANDOM DEPLOYMENT ZONES
PRE-GAME Reserves.
- All missions use First Blood, Slay the
markers on or within 3” of the building.
54 Hungry for Glory:
- 1VP if you issued a challenge. 1-2 Dawn of War
after failing a Morale check. The only
moves they can make after this are
- Units can control one marker at a time. - D3VP if 3 challenges issued. additional Fall Back moves until they
Warlord and Linebreaker. - Only one unit may control a marker. regroup. They will make a Fall Back move
PRE-GAME SEQUENCE (p128) 55 Psychological Warfare: every movement phase unless they

 - 1VP if an enemy unit failed a Morale, Regroup.
1 Decide on the mission MAELSTROM OF WAR MISSIONS TACTICAL OBJECTIVES Fear or Pinning test. - The default Fall Back move is 2D6”, not
- Missions may have rules that 1 Cleanse and Control: - D3VP if 3 units failed.
Capture and Control 3-4 Hammer and slowed by Difficult Terrain but Dangerous
contradict the rules in this sequence. - 3 TOs at all times. Anvil Terrain is as normal.
- Vanguard Strike deployment. 11 Secure Objective 1 56 Harness The Warp:
2 Choose armies. - 1VP if you successfully manifested a - The move is directly towards their own table
- Choose points limit 2 Contact Lost: 12 Secure Objective 2 Psychic Power. edge by the shortest route.
- Choose Battle-forged or Unbound - 1 TOs on turn 1. - D3VP if 3 powers manifested. - If a model from the unit reaches the edge,
- 1 TO per controlled objective on other 13 Secure Objective 3 the unit is removed as casualties.
3 Set up battlefield Annihilation 5-6 Vanguard Strike - If falling back from assault, the unit may
- Scenery can be placed in any way turns, to a maximum of 6. 14 Secure Objective 4
- Dawn of War deployment. move freely through enemy models
the players find mutually agreeable. 61 Kingslayer: involved in the assault.
15 Secure Objective 5 - D3VP if the enemy Warlord has been
- Place any Fortifications which are 3 Tactical Escalation: - Trapped: If the route is blocked, the unit
neutral scenery. - Must hold a number of TOs equal to 16 Secure Objective 6 removed as a casualty in any turn. may move around the obstacle, but if it
the turn number. Take and Hold 62 Witch Hunter: cannot move in any direction, it is
4 Roll D6 for Random Deployment Zones. - Hammer and Anvil deployment. - 1VP if 1 enemy Psyker destroyed. INFILTRATORS
destroyed.
5 Decide on Player Table Edges. 21 Secure Objective 1 - Units that are falling back can only fire
- Any mutually agreeable method. 4 The Spoils of War: 63 Scour the Skies: - Unit may choose to set up as Infiltrators
- 3 TOs at all times. Snap Shots, cannot Charge, Run or TB,
22 Secure Objective 2 - 1VP if 1 enemy Flyer/FMC destroyed. and are deployed last. cannot Go to Ground and pass all Pinning
6 Declare if using Night Fighting. - ‘Secured Objective X’ cannot be - Rule is (C) - conferred to the unit by a
23 Secure Objective 3 64 Assassinate: tests.
discarded, and either player can -
7 ‘Before the game begins’. - 1VP if 1 enemy character destroyed. single model. Models that are falling back automatically
achieve. 24 Secure Objective 4 - Infiltrators may set up anywhere more than
- Generate Psychic Powers. - Dawn of War deployment. - D3VP if 3 characters destroyed. fail all Morale checks.
25 Secure Objective 5 12” from any enemy unit as long as no - Models that are Charged must immediately
8 Roll off for Deployment. 5 Cloak and Shadows: 65 Demolitions: deployed enemy unit may draw LoS to test to Regroup.
- The winner can choose to deploy first - 3 TOs at all times. 26 Secure Objective 6 - 1VP if an enemy gun emplacement or them, including in a building.
or second. - Secret Objectives: Revealed only building was destroyed. - Alternatively, they may be set up anywhere
Storm and Defend REGROUPING (p59)
9 Deploy armies. when achieved. - D3VP if an enemy Mighty Bulwark more than 18” from any enemy unit.
- Generate Warlord Trait first. - Hammer and Anvil deployment. 31 Secure Objective 1 was destroyed. - A unit that infiltrates cannot Charge in their - Before the unit moves in the Movement
- Fortifications which are part of an first turn. phase, they must attempt to regroup.
6 Deadlock: 32 Secure Objective 2 66 Big Game Hunter: - Unit confers this on dedicated transport. - If 25% of the squad remains, this is a
army are deployed with the rest of the - Must hold a number of TOs opposite - 1VP if an enemy MC or vehicle was
33 Secure Objective 3
- Units with Infiltrate and Scout may do both. normal Morale check. If less than 25%
army using the same rules. destroyed.
- Scenery upgrades may be deployed
to the turn number, starting with 6. - Alternatively, the unit may Outflank - see remains, this can only be passed with
- Vanguard Strike deployment. 34 Secure Objective 4
- D3VP if an enemy GC or Super- the Reserves section. Insane Heroism.
inside the scenery or within 6” of it. heavy was destroyed. -
- Declare Reserves, Deep Strike, - All missions use Night Fighting, If failed, Fall Back.
35 Secure Objective 5 - If passed, regroup 3”, not slowed by Difficult
Outflank, Combined Reserves. Mysterious Objectives and Reserves. SCOUTS
- Second player deploys. - All missions use First Blood, Slay the 36 Secure Objective 6 MYSTERIOUS OBJECTIVES Terrain but Dangerous Terrain is as normal.
- Unit may choose to redeploy after - This move must be used to restore
Warlord and Linebreaker. 1 Sabotaged:
10 Deploy Infiltrators. Seize Ground Deployment & Infiltrators. coherency.
- If both players have them, roll off. Roll D6 at the end of every turn. On 1, - Rule is (C) - conferred to the unit by a - Regrouped models cannot Run or Charge,
Tactical Objectives 41 Recon: all units within 3” take D6 S4AP- hits.
The winner can choose to deploy a - At the start of your turn, generate new - 1VP if all Mysterious Objectives have single model. but can shoot Snap Shots and Overwatch.
unit first or second. Then alternate. 2 Nothing of Note: - This may take them out of their deployment
objectives. been identified.
- At the end of your turn, check which are No effect. zone. Regrouping when assaulted
11 Redeploy Scouts 42 Behind Enemy Lines: - Infantry, Artillery, Walkers and Monstrous - If assaulted while falling back, a unit must
- If both players have them, roll off. achieved and discard them.
- After discarding, you may choose to - 1VP if 1 friendly scoring unit is within 3 Skyfire Nexus: Creatures may redeploy 6” test to regroup when the enemy is found to
The winner can choose to redeploy a 12” of the opponents table edge. Unit in control can choose to Skyfire. - Any other type may redeploy 12”. be in Charge range on its normal Ld (ignore
unit first or second. Then alternate. discard one more.
- D3VP if 3 friendly scoring units. - A unit that uses this cannot Charge in their the 25% rule). If failed, it is destroyed at the
4 Targeting Relay:
12 Choose who goes first. first turn. end of the Charge sub-phase.
NIGHT FIGHTING 43 Hold the Line: Unit in control re-rolls shooting hits of 1. -
- Player that deployed first can choose A unit may not embark/disembark as part of
- 1VP if 3 friendly scoring units and no 5 Scatterfield: this redeployment.
first or second turn. - If the mission includes Night Fighting, either enemy scoring units are within 12” of
player can request to use it. Unit in control has +1 cover save. - A unit may confer this to their dedicated
13 Seize the Initiative. your table edge. transport.
- Night Fighting affects Turn 1 on 4+.
- The second player can go first on a 6. - If Night Fighting is in effect, all units have 44 Ascendency:
6 Grav Wave Generator: - Alternatively, the unit may Outflank - see
-2 to enemy charge ranges. the Reserves section.
14 Start the first turn. the Stealth special rule. - D3VP if you control 3 objectives.
TANK SHOCK & RAM (p92)
THE TURN MOVEMENT 1 Nominate a vehicle and declare either RESERVES TERRAIN Imperial Statuary:
- Difficult Terrain. Gives a 3+ cover save.
Tank Shock or Ram. 
 - Imperium models within 2” gain Fearless.
- Only Tanks or Super-heavy vehicles 

Rubble:
CONCISE TURN SEQUENCE GENERAL MOVEMENT RULES may Tank Shock or Ram. PREPARING RESERVES TYPES OF TERRAIN - As Difficult Terrain.
1 Start of the Turn. - Pivoting on the spot is not moving. 2 Turn it on the spot in the direction you - You may Reserve any number of units. Difficult Terrain: - 4+ cover save regardless of % obsccured.
- Roll for One Eye Open on any unit - Units Locked in assault cannot move. wish to move it. - If a unit cannot be deployed on the table, it - To move, roll 2d6 and pick highest.
within 6” of Desparate Allies. - Unit Coherency: Models must remain must be Reserved. - If you choose not to test, you cannot move Tanglewire:
- Scatter any Vortex templates. within 2” horizontally and/or 6” vertically of 3 Declare how many inches it will move. - You must specify in deployment attached any models through Difficult Terrain.
- Dangerous Terrain. Gives a 6+ cover save.
- Roll for Reserves another model in the same unit. - This can be pre-measured. IC, Transports, Deep Strike or Outflank. - If you choose to take the test, this is the Tank Traps:
- If this is lost, the unit must attempt to regain - This must be at least Combat Speed. maximum all models in the unit may move. - Dangerous to Bikes,
2 Movement Phase. - -2” to charging through Difficult Terrain.
- Move Reserves first. coherency in their next turn. 4 Move the vehicle straight forward until it ARRIVING FROM RESERVE - Impassable to non-Skimmer vehicles.
- This may force the unit to Run. - Gives a 4+ cover save.
- Units Falling Back must attempt to contacts an enemy unit or reaches the
Turn Roll required Dangerous Terrain:
Regroup when selected. declared distance. - As Difficult Terrain.
- FMCs must declare Swoop or Glide. EMBARKING & DISEMBARKING (p80) - Tank Shocks cannot be attempted 2 3+ on D6 - Test as soon as model enters or moves. BUILDINGS (p11)

- Flyers must declare Zoom or Hover against enemies locked in combat. - On a 1, suffers a wound. No cover saves.
Embarking Vehicles - The tanks stops if it comes within 1” 3 3+ on D6 - Only test once per scenery area per phase. - Treat as Transport vehicles.
before any units disembark. - Move each model to within 2" of an Access -
- Vehicles declare Speed when move. of a friendly model, impassable Dilapidated Buildings: -2 to AV.
Point in the Movement phase. The whole 4 Automatically arrives. Impassable Terrain: - Jump and Jet Pack infantry may embark.
- Morale checks for units losing 25%. terrain or reaches the board edge.
unit must be able to embark. - If a Ram was declared, it will make a - Roll of 1 always fails to arrive. - Models cannot enter. - All buildings have Repel The Enemy.
3 Psychic Phase. - If the vehicle moved before the - Moves onto the table from the controlling - Buildings are automatically hit in assault.
Ram attack if it contacts an enemy
- Generate Warp Charge. embarkation, it cannot move further. Ruins: - Two models may shoot through Fire Points.
- Vehicles cannot Tank Shock/Ram that turn. vehicle. player’s table edge. - As Difficult Terrain.
- Manifest powers. - If it cannot fit on the board with its max - If AV0 or HP0, immediate Total Collapse.
- Morale checks for units losing 25%. - Embarked models are Fearless. 5 Enemy units contacted take Morale test. - 4+ cover save regardless of % obscured. - Moving between parts of a multi-part
- Embarked units may fire Overwatch out of move, move it as far on as possible.
- If passed, they move out of the way - Ongoing Reserves: Units which leave the building will take up all the unit’s move.
4 Shooting Phase. Forests (Twisted Copse):
Fire Points. (and may Death or Glory). - As Difficult Terrain.
- Shoot units one at a time. - ICs embarking an occupied vehicle board during the game enter Ongoing
- If failed, they immediately Fall Back. - 5+ cover save regardless of % obscured. Claiming Buildings
- Fire Emplaced Weapons last. Reserves, which arrive automatically the
automatically joins the unit. - Then keep moving the Tank up to it’s - Buildings in your army are ‘claimed’ at start.
- Morale checks for units losing 25%. - Only Infantry models may embark (this next turn.
declared distance. - A claimed building is a unit in the player’s
does not include Jump or Jetpack Infantry). DEEP STRIKE (p162) BATTLEFIELD DEBRIS (p109) army and remains so, even if unoccupied.
5 Assault Phase. 6 If a Ram occurs, each vehicle causes a
- Charge sub-phase. 1 Place one model from the unit Ammunition Dump: - If an enemy unit enters the building, they
Disembarking Vehicles hit against the enemy facing.
- Fight sub-phase. - S is half the AV of your facing. anywhere on the table - Difficult Terrain. Gives a 5+ cover save. immediately claim it.
- A unit may disembark if it begins the turn in - Any model within 2” re-rolls To Hit of 1. - Claimed buildings have Sentry Def System.
a vehicle which moved no more than 6”.
- +1 for being a Tank. 2 Roll for Scatter 2D6”
6 End of the Turn.
- Roll for units with Soul Blaze. - If the vehicle has already moved, it may not - +2 for being Heavy, Superheavy or a - Vehicles do not change facing when Barricades & Walls: Emplaced Weapons
- Roll for Sabotaged objectives move further. Building. scattering. - Difficult Terrain. Gives a 4+ cover save. - Manual Fire: If a building is occupied,
- Friendly Gone to Ground units return - Vehicles cannot Tank Shock/Ram that turn. - If the enemy vehicle Explodes, the - Models on either side count as in contact. models may fire emplaced weapons
- Place models, one at a time, touching an Tank may keep moving up to it’s 3 Place the rest of the models - Units charging an enemy behind a wall
to normal. - Models must be in base contact, manually. All fire at same target.
Access Point. The model may then move 6” declared distance. count as charging through Difficult Terrain. - Automated Fire: If a building is claimed, all
or less for Difficult Terrain. forming a circle around the first.
THUNDERBLITZ (p95) - Tanks may Tank Shock from Reserve, but - Once the circle is complete, start Comms Relay: non-manual weapons fire at the nearest
- Disembarked units may act normally but this must be declared before the tank enemy unit within range/LoS of the weapon
D6 Tank Shock Ram may not charge. If disembarked in the another. - Difficult Terrain. Gives a 5+ cover save.
moved onto the board. - Each circle must include as many - Any model within 2” re-rolls Reserves. at BS2 at the end of the phase.
enemy turn, they may not charge in theirs. - Tank Shocking vehicles cannot move Flat - Gun Emplacements taken as upgrades
1 Carry on as normal Carry on as normal - Emergency Disembarkation: If models models as will fit.
Out, embark or disembark that turn. Craters count as additional emplaced weapons.
2-5 Unit suffers D6 Add D6 to the cannot disembark because of enemy - Vehicles that declare Ramming only fire 4 Determine Mishap if any model cannot - Difficult Terrain.
S6AP- hits. Super-heavy’s AP. models or terrain, they may be placed Snap Shots. be placed on the table because: - 5+ cover save regardless of % obsccured. Battlements
touching any part of the hull (instead of an - Walkers may not Death or Glory. - It would be placed off the table. - Going to Ground gets +2 to cover save. - Battlements are a separate piece of terrain.
6 Unit suffers 2D6 Vehicle scatters Access Point). After their 6” move, they may - Death or Glory: If it passes the Morale - It would be within 1” of an enemy. - Battlements are an access point for the
S10AP2 hits. Then 2D6” and Explodes not perform voluntary actions that turn. If - It would be on top of a friendly. Defence Line: building. Units may also move onto the
check, one model from a unit may make a
carry on as normal. some models can’t be placed, unit stays in. - It would be in Impassable Terrain. - Difficult Terrain. Gives a 4+ cover save. battlements without entering the building.
single attack against the front armour,
- Models on either side count as in contact. - Difficult Terrain, but Jump and Jet units do
which automatically hits. This can be
5 Difficult terrain is Dangerous - Going to Ground gets +2 to cover save. not have to take Dangerous tests.
MOVEMENT DISTANCES (p199) assault, a single shot (even if the weapon
has more shots) or a grenade. If it causes - If in Ruins, place on ground floor. Gun Emplacement: - 4+ cover save regardless of % obscured.
Unit Type Move Effect of Difficult Terrain Fall Back Page a Stunned, Immobilised, Wrecked or - Buildings count as Impassable Terrain. - Difficult Terrain. Gives a 4+ cover save. - Template/Blast weapons hit building too.
Explodes result, the vehicle stops 1” away. - Units may Shoot, Run, etc as normal, - A model in base contact fires (Relentless), - If a unit moves onto the battlements of an
Infantry 6” 2D6, pick the highest. 2D6” 62 unclaimed building they claim it.
If the attack fails, the model is removed. If counting as having moved (Combat Spd). - May be attacked at T7 W2 Sv3+
Jump (using) 12” Dangerous if starts/ends in Difficult. 3D6” 65 Artillery units do this with a gun and fail, - Units may disembark but may not charge.
both the crewman and gun are removed. BUILDING DAMAGE TABLE
Jump (not using) - As standard Unit Type. 3D6” 65 - Thunderblitz: Is a Super-heavy performs
a Tanks Shock/Ram, as well as the regular DEEP STRIKE MISHAP (p162) D6 Result Hits Other Effects
Beasts 12” No Effect. 3D6” 67
effects, roll on the Thunderblitz table D6 Effect
1 Breach - Reduce AV by 1 on all facings.
Cavalry 12” Dangerous Terrain test. 3D6” 67 before the morale test / AP roll.
1 The entire unit is destroyed! - Occupying unit may only make Snap Shots or disembark 3”.
Bikes 12” Dangerous Terrain test. 3D6” 63 2 Tremor
VEHICLE MOVEMENT 2-3 The opponent may deploy the unit - Emplaced weapons may only fire Snap Shots next turn.
Jetbikes 12” Dangerous if starts/ends in Difficult. 3D6” 63 3 Partial Collapse D6
without scattering.
Dist Type of Movement - One emplaced weapon is destroyed.
MC 6” 3D6, pick the highest. 2D6” 67 4 Struc. Collapse 2D6
4-6 Place in Ongoing Reserves. - Emplaced weapons may only fire Snap Shots next turn.
0” Stationary
Artillery 6” 2D6, pick the highest. 2D6” 64
< 6” Combat Speed 5 Cata. Breach 2D6 - Reduce AV by D3 on all facings.
OUTFLANKING
Jet Pack (using) 6” Dangerous if starts/ends in Difficult. 2D6” 66 - One emplaced weapon is destroyed.
> 6” to 12” Cruising Speed - Outflanking units roll a d6 to determine - Emplaced weapons may only fire Snap Shots next turn.
Jet Pack (not using) - As standard Unit Type. 2D6” 66
- Vehicles may pivot around their centre. This what table edge they arrive from when - Building is destroyed and becomes Ruins.
6 Total Collapse 2D6
Skimmers 12” Dangerous if starts/ends in Difficult. n/a 89 does not count as moving. arriving from Reserves. - All models must disembark or become casualties, then take a
- Vehicles are not slowed by Difficult Terrain, D6 Effect Pinning test.
Walkers 6” 2D6, pick the highest. n/a 90
but treat it as Dangerous. - Units on battlements take D6 hits and Pinning test.
Flyers (Zoom) 18-36 No Effect. n/a 84 - A vehicle that fails a Dangerous Terrain test 1-2 To the left of controlling player.
loses 1HP and is Immobilised. 7+ Detonation! 4d6 - As above, but units on battlements take 2D6 hits.
FMCs (Swoop) 12-24 No Effect. n/a 68 - 3-4 To the right of controlling player.
Vehicle Squadrons have 4” coherency. - All hits are S6 AP- with the Ignores Cover rule, and randomly allocated.
Other Vehicles 12” Dangerous Terrain test. n/a 72 5-6 Choose left or right. - AP2 weapons gain +1 to this table. AP1 weapons gain +2 to this table.
PERILS OF THE WARP (p25) GENERAL PSYCHIC PHASE RULES DAEMONOLOGY - SANCTIC (p194) PYROMANCY (p196) TELEPATHY (p198)
PSYCHIC PHASE 1 Dragged into the Warp (Ld test) Manifesting Power P Banishment (Malediction 1, 24”) P Flame Breath (Witchfire 1) P Psychic Shriek (Witchfire 1, 18”)
- Pass: 1wound/glace with no saves. - Only the player whose turn it is may attempt Target has -1 to invulnerable saves, to a Template S5 AP4 Assault 1 Soul Blaze. Target unit suffers 3d6-Ld wounds. No
- Fail: Psyker removed and unit suffers to manifest powers. minimum of 6+. armour or cover saves.
GENERATING PSYCHIC POWERS (p22) D6 S6 AP1 hits. - When the player whose turn it is has 0 1 Fiery Form (Blessing 1)
Warp Charge remaining, the phase is over. 1 Gate of Infinity (Blessing 1) Psyker gains 4+ invulnerable save and 1 Dominate (Malediction 1, 24”)
Mastery Levels 2 Mental Purge Psyker is removed and Deep Strikes. Soul Blaze in CC. Re-rolls failed To Target must lass Ld test to shoot, move,
- Psykers know a number of powers equal to - No Psychic unit may attempt to manifest
- 1 wound/glance with no saves. the same power more than once per phase. Wound rolls with other Pyromancy Run, Charge, overwatch or manifest
their Mastery Level. - Forget one random power. 2 Hammerhand (Blessing 1) powers. powers.
- The number of powers a Psyker may use Psyker and unit have +2S.
3 Power Drain Transports 2 Fire Shield (Blessing 1, 24”) 2 Mental Fortitude (Blessing 1, 24”)
depends on his Mastery Level.
- Psykers are assumed to be Mastery Level 1 - 1 wound/glace with no saves. - Psykers in transports can only use Witchfire 3 Sanctuary (Blessing 1) Target has 4+ cover save and enemy Target immediately regroups and gains
- Roll D3, both players lose this many powers, and only if the vehicle has a firing Psyker and unit have +1 to invulnerable units within 6” treat all terrain as Fearless.
unless stated otherwise. saves. Daemons within 12” treat all
Warp Charge points. point. dangerous.
- Psychic powers cannot target units terrain as difficult. 3 Terrify (Malediction 1, 24”)
Generating Powers 4 Psychic Backlash 3 Spontaneous Combustion Target has -1Ld, treats all enemies as
- Generate powers one at a time. embarked on a transport.
- 1 wound/glance with no saves. 4 Purge Soul (Focus Witchfire 1, 24”) (Focus Witchfire 1, 18”) having Fear, and must take a Morale
- After rolling a power, the psyker may Target and Psyker roll D6 and add Ld. If Target model suffers S6 AP3 hit with check at the end of the Psychic phase.
Psychic Hood
immediately swap it for the Primaris power. 5 Empyric Feedback (Ld test) the Psyker is higher, the target suffers a
- If a power is rolled twice, immediately re-roll - Allows a model to Deny any power that Soul Blaze. If slain, centre a Blast over
- Pass: no effect wound. No armour or cover saves. him. Hit models suffer a S5 AP4 hit with 4 Shrouding (Blessing 1)
targets a friendly unit within 12” of them. If
before swapping for the Primaris. - Fail: 1 wound/glance with no saves. Soul Blaze and Ignores Cover. Psyker and friendly models within 6”
- If a psyker generates all powers from the they fail, the power still affects the target 5 Cleansing Flame (Nova 2) gain Shrouded.
6 Warp Surge (Ld test) unit. If inside a vehicle or building, this may R9” S5 AP4 Assault 2d6, Ignores
same discipline, he automatically gains the 4 Sunburst (Nova 1)
Primaris power in addition.
- Pass: Psyker gains 3+ inv save, only be used to nullify powers targeted Cover, Soul Blaze. R9” S4 AP5 Assault 2d6, Ignores Cover, 5 Invisibility (Blessing 2, 24”)
- Psykers with a Mark of Chaos or are the Fleshbane, Armourbane, Smash until against the vehicle/building the Psyker is in. Enemy units may only Snap Shot at the
6 Vortex of Doom (Witchfire 3) Soul Blaze.
Daemons of a Chaos God automatically next friendly psychic phase. target and hit in CC on a 6.
- Fail: 1 wound/glace with no saves. R12” SD AP1 Assault 1, Blast, Vortex 5 Inferno (Witchfire 2)
know the Primaris power of the discipline of BIOMANCY (p192) If the psychic test is failed, psyker 6 Hallucination (Malediction 2, 24”)
their patron, in addition to any others. R24” S4 AP5 Assault 1, Ignores Cover,
P Smite (Witchfire 1) suffers a Perils of the Warp. Large Blast, Soul Blaze. Roll D6 for the effect:
- Any Psyker with a Force weapon PSYCHIC POWER TYPES (p26) 1/2 - Unit must take Pinning Test
R18” S4 AP2 Assault 4
automatically knows the Force power. 6 Molten Beam (Witchfire 2) 3/4 - Unit has -1WS, BS, I & A
Blessing: DAEMONOLOGY - MALEFIC (p195)
- Targets one or more friendly units 1 Iron Arm (Blessing 1) R12” S8 AP1 Assault 1 Melta. 5/6 - One random character in the unit
Daemonology - Lasts until the player’s next Psychic Psyker gains +3S, +3T and Smash. P Summoning (Conjuration 3, 12”) suffers a S3 attack from every other
- Anyone except Tyranids can select May conjure 10x Bloodletters, 10x model in the unit. No cover, and no
Phase. 2 Enfeeble (Malediction 1, 24”) TELEKINESIS (p197)
Daemonology powers. - Can affect units locked in CC and can Daemonettes, 10x Plaguebearers, 10x allocating to other models. If no
- Grey Knights cannot use Malefic. Target has -1S, -1T and treats all terrain
affect the casting Psyker. Horrors, 5x Flesh Hounds, 3x Flamers, P Assail (Beam 1) characters, treat as 3/4.
- Daemons cannot use Sanctic. (inc. open ground) as Difficult Terrain.
- Multiple benefits from the same power 3x Nurgling Swarms or 5x Seekers. R18” S6 AP- Assault 1, Strikedown.
- Non-Daemons who use Malefic suffer a 3 Life Leech (Witchfire 1)
are not cumulative. 1 Cursed Earth (Blessing 1) 1 Crush (Focus Witchfire 1, 18”) SLAANESH (CSM)
Perils of the Warp attack on any double. R18” S6 AP2 Assault 2 

- Non-Grey Knights who use Sanctic suffer a Conjuration: Daemons within 12” of psyker have +1 Suffers a S2D6 APD6 hit. S11 or 12 P Sensory Overload (Witchfire 1, 24”)
If this causes an unsaved wound, the
Perils of the Warp attack on any double. - Conjured models immediately arrive via invulnerable save and will nor scatter automatically wounds or penetrates. R24” S4 AP4 Assault 4, Blind,
Psyker or a friendly model within 6”
Deep Strike within the power’s range. when arriving via Deep Strike. Concussive, Pinning
regains a lost wound. 2 Objuration Mech (Malediction 1, 24”)
GENERATING WARP Charge (p24) - Conjured units may not take upgrades. 2 Dark Flame (Witchfire 1) Target’s weapons have Gets Hot and
- Generate any abilities immediately. 4 Warp Speed (Blessing 1) 1/2 Hysterical Frenzy (Blessing 1, 12”)
Template S4 AP5 Assault 1, Soul each vehicle in unit suffers a S1
- The player whose turn it is rolls D6. - May not manifest Psychics that turn. Psyker gains +3I, +3A and Fleet. Roll D3 for the effect:
Blaze, Torrent. Haywire hit.
- Each player adds the Mastery Levels of all - Chaos Daemons get a free Icon, 1 - +1 Initiative

Psykers they have on the table. 5 Endurance (Blessing 2, 24”) 2 - +1 Strength
Instrument or Character upgrade if the 3 Infernal Gaze (Beam 1) 3 Shockwave (Nova 1)
- The total is the amount of Warp Charge Target gains Feel no Pain (4+), Eternal 3 - +1 Attacks
model is available. R18” S3 AP4 Assault 1, Armourbane, R9” S4 AP- Assault 2d6, Pinning.
each player gets Warrior and Relentless.
Fleshbane 3/4 Symphony of Pain (Malediction 1, 24”)
Malediction: 4 Levitation (Blessing 1)
6 Haemorrhage (Focus Witchfire 2, 18”) Target has -1 WS and BS, and Sonic
- Targets one or more enemy units Target must pass two T tests & suffers a
4 Sacrifice (Conjuration 1, 12”) Unless Zooming, Swooping or locked,
MANIFESTING PSYCHIC POWERS (p24) - Lasts until the player’s next Psychic May conjure 1x Herald with up to 30pts Psyker and unit make a 12” move, Weapon attacks are resolved at +1S.
wound for each failure. No armour or
1 Select Psyker & Psychic Power. phase. of upgrades. One friendly model within ignoring intervening models & terrain. If 5/6 Ecstatic Seizures (Witchfire 2, 24”)
cover saves. If removed, select a model
- Multiple effects from the same power are within 2” and take a single T test.
6” of psyker suffers a wound with no starts or ends in Difficult Terrain, count R24” AP- Assault 1. Every model in the
2 Declare Target. not cumulative. saves allowed. as Dangerous. Counts as having
Repeat as necessary. unit takes a hit at it’s own Strength.
moved. Cannot Charge.
3 Take Psychic Test. Witchfire: 5 Incursion (Conjuration 3, 12”)
- Declare how many Warp Charge you - Witchfire powers are shooting attacks. May conjure 3x Bloodcrushers, 3x 5 Telekine Dome (Blessing 2, 12”) NURGLE (CSM)
DIVINATION (p193)
are using and roll that many D6. - Any number can be manifested per turn Screamers, 3x Plague Drones or 3x Psyker and all models in 12” have a 5+
- For every 4+ you harness 1 Warp and can all target different units. P Prescience (Blessing 2, 12”) Fiends. invulnerable save against shooting. P Nurgle’s Rot (Nova 1, 6”)
Charge point. - Cannot be used in Overwatch. Target can re-roll failed To Hit rolls. S2 AP5 Assault D6+1, Poisoned (4+)
- If you harness enough to meet the 6 Possession (Conjuration 3, 6”) 6 Psychic Maelstrom (Witchfire 2)
Witchfire (Beam): 1 Foreboding (Blessing 1) May conjure 1x Greater Daemon. R12” S10 AP1 Assault 1, Large Blast, 1/2 Weapon Virus (Malediction 1, 24”)
power’s cost, the power is
- Draw a 1mm line between the centre of Psyker and unit gain Counterattack and Psyker (or psychic unit) is removed as a Barrage. Enemy unit has Gets Hot on all ranged
successful.
- If you do not harness enough, the the Psyker’s base and a chosen point. can fire Overwatch at full BS. casualty. If the psychic test is failed, weapons.
power fails. - All units, friend or foe, under the line are 2 Forewarning (Blessing 1, 12”)
psyker suffers a Perils of the Warp.
TZEENTCH (CSM) 3/4 Gift of Contagion (Malediction 1, 48”)
- If you roll two or more 6s, the psyker automatically hit, except Zooming Flyers Target gains a 4+ invulnerable save. Roll D3 for the effect:
suffers Perils of the Warp. & Swooping FMCs. P Tzeentch’s Firestorm (Witchfire 1)
FORCE (p23) 1 - -1 Attack, Shrouded

- Units take a number of hits equal to the 3 Perfect Timing (Blessing 1) R24” SD6+1 AP- Assault 1, Blast.
4 Deny the Witch. Force (Blessing 1) Every model removed inflicts D3 further 2 - -1 Strength, may not Run
number of models under the line. Psyker and unit gain Ignore Cover.
- Declare which unit is nullifying Any weapons in the unit with Force gain hits at S3. 3 - -1 Strength, -1 Toughness
- Only one unit under the line can Deny.
- Declare how many Warp Charge you 4 Precognition (Blessing 1) Instant Death. 5/6 Plague Wind (Witchfire 2, 12”)
are using and roll. Witchfire (Focussed): Psyker can re-roll failed To Hit, To 1/2 Boon of Mutation (Blessing 1, 2”)
Friendly character takes S4 AP- hit, R12” S1 AP2 Assault 1, Large Blast,
- For every 6+, you nullify 1 Warp - As Witchfire, but pick a target model Wound and saving throws.
FORCE WEAPONS then rolls on the Chaos Boon table. Poisoned (4+)
Charge point. - If you harness more Warp Charge than
5 Misfortune (Malediction 2, 24”)
- You need to nullify ALL the harnessed needed, the power affects that model.
All attacks that hit the target have the
Type S AP Type 3/4 Doom Bolt (Beam 1)
points to cancel the power. - If you do not, the power affects the R18” S8 AP1 Assault 1. Vehicles roll
Rending special rule. Force sword U 3 Melee, Force
- +1 if the target is a Psyker. closest model in the unit. 2D6 for the range of explosions.
- +1 if the target has higher mastery 6 Scrier’s Gaze (Blessing 2) Force axe +1 2 Melee, Force, Unwieldy
Witchfire (Nova): 5/6 Breath of Chaos (Witchfire 2)
level than the caster. - Automatically targets and hits all enemy Targets the Psyker. You may re-roll
- +1 if the target has Adamantium Will. Reserves, Outflank and Mysterious Force stave +2 4 Melee, Force, Concuss. Template S1 AP2 Assault 1, Poisoned
units within range, regardless of LoS, (4+), Vehicles are glanced on a 4+.
Objectives. If using Tactical Objectives, - Unusual force weapons are AP3 Melee
5 Resolve Psychic Power. locked in CC, intervening models, etc.
- Only one targeted unit can Deny. you can immediately discard one and weapons with their own additional rules.
draw a new one.
SHOOTING TO HIT (p32) GENERAL SHOOTING PHASE RULES WEAPON TYPE SPECIAL RULES FIRING FROM TRANSPORT VEHICLES
SHOOTING PHASE BS 1 2 3 4 5+ Snap Shots Blast: VEHICLES Speed Moved Effect on Passengers
- Snap Shots are always at BS1. - Do not roll To Hit - instead place 3” Blast
To Hit 6 5+ 4+ 3+ 2+ - Snap Shots may only be modified by things with its hole over a target model’s base/ Stationary No Effect
SHOOTING SEQUENCE (p30) - If the model has a BS of 6 or more, and that state that they affect Snap Shots. hull, and within range. VEHICLES SHOOTING Combat Speed Count as having moved
rolls a 1 to hit, they may re-roll with the - Any shooting attack that does not use BS - Blast scatters 2D6-BS”.
1 Nominate unit to shoot. Type Still Combat Cruising Pg
following reduced chances. cannot be a Snap Shot. - Models fully or partially under the marker Cruising Speed Snap Shots only
2 Choose a target. - Only one re-roll is ever allowed per shot. - Template, Blast and Ordnance Weapons are hit, even if out of LOS. Walker All All n/a 90 Flat Out Cannot shoot
- All models in the unit must shoot at cannot be Snap Shots. - Re-rolls must roll both Scatter and 2D6.
the same target. BS 6 7 8 9 10 - Cannot be fired as Snap Shots Fast All All 2 88 - One model may fire from each Fire Point.
Instant Death - Large Blast uses the 5” marker. Heavy All All n/a 88 - Ranges and LoS are measured from the
3 Select a weapon. Reroll 6 5+ 4+ 3+ 2+
- An allocated wound has Instant Death if the - Massive Blast uses the 7” marker. Fire Point.
- All models firing the selected weapon S value of the attack is double the T value - Apocalyptic Blast uses the 10” marker. Flyer - 4 4 84 - Beams or Templates won’t hit the vehicle!
shoot at the same time. TO WOUND of the model or more. - Apocalyptic Megablast uses the 10” (Zoom) - Passengers may shoot different targets to
- Non-vehicle, non-MC models may - If a model suffers a wound from an attack marker with different strengths for 5”, 7” the vehicle itself.
only fire a single weapon. S/T 1 2 3 4 5 6 7 8 9 10 Other All 1 0 72
with Instant Death, it is immediately and 10”.
4 Check range. 1 4+ 5+ 6+ 6+ - - - - - - reduced to 0 Wounds and removed. - Table lists number of weapons that can be
Barrage: EFFECT OF DAMAGE ON PASSENGERS
- Every model that wishes to shoot 2 3+ 4+ 5+ 6+ 6+ - - - - - - As Blast, but cover and allocation is fired at full BS - any other weapons can
must be in range of a visible enemy Going To Ground only fire Snap Shots. Damage Effect on Passengers
- Gains +1 cover save or 6+ if in the open. determined from the centre of the marker. -
model in the target unit. 3 2+ 3+ 4+ 5+ 6+ 6+ - - - - - Vehicle hits are resolved against the side. All vehicles have Relentless.
- Cannot move, Run or Charge. - Shaken, Stunned, Pass a Ld check or can
- Can fire indirectly at targets out of LOS. In LoS is checked along barrel of weapon and
5 Declare if Jinking. 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - - - Can only fire Snap Shots, cannot fire Wpn Destroyed, only fire Snap Shots in the
range from its muzzle.
this case, scatter is a full 2D6”. - Immobilised. following turn.
Overwatch. Hull mounted weapons have a 45º arc
6 Roll To Hit. 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - -
- At the end of its following turn, it returns to - Multiple Barrage: Fire the closest
(22.5º both vertically & horizontally). Wrecked Disembark 3”, Pinning test
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - normal. weapon first and determine location. Roll -
7 Roll To Wound. Vehicles can move and fire with Ordnance
- Compare the weapon’s S to the - Vehicles cannot Go To Ground. a scatter for each additional shot and Wrecked S10AP2 hits equal to
weapons, but all other weapons Snap Fire.
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - Monstrous Creatures cannot Go To Ground. place it touching the first marker in the (Zooming Flyer - models in the unit, placed
target’s T on the To Wound table.
correct direction. If a ‘Hit’ is rolled, place it Crash and Burn!) where flyer used to be,
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ anywhere touching a current marker. VEHICLE DAMAGE TABLE (p76)
8 Declare if Going to Ground. Pinning test.
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ SAVING THROWS - Apocalyptic Barrage: Using the marker, 1-3 Crew Shaken:
9 Divide into Wound Pools. scatter the middle circle as normal. For Explodes S4AP- hits equal to
- If some wounds have different rules - Only one Saving Throw may be taken. - Vehicle can only fire Snap Shots until
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ - No save may be improved beyond 2+. each additional shot the weapon has, roll models in the unit, placed
(e.g Rending) divide into wound the end of its next turn. where vehicle used to be,
- If the target unit has multiple toughness to see which circle it lands in.
pools. 4 Crew Stunned: Pinning test.
- All the wounds from a single pool values, use the majority. Armour Saves Co-Axial:
- Shown on the model’s stat line. - As Shaken, plus cannot move/pivot.
must be allocated before moving to - Must be fired at the same target as the - Zooming Flyers must move 18” next Catastrophic S10AP2 hits equal to
the next pool.
- May be ignored by weapons with an AP main weapon. Damage models in the unit, placed
SHOOTING, MOVING & CHARGING turn and cannot turn.
value equal to or less than it. - Fire the Co-Axial weapon first. If it hits at where vehicle used to be,
10 Allocate Wounds Type Effect of Moving Assault Pg least once, the main weapon may re-roll 5 Weapon Destroyed: Pinning test.
- Allocate a wound to the closest Invulnerable Saves failed To Hit rolls. - One random weapon is destroyed.
model in the target unit. If two or Assault No Effect Yes 41 - The AP value of attacking weapons has no - If any models can’t disembark, even by
- Includes upgrade weapons. Emergency Disembarkation, they are
more models are equally close, the Heavy Snap Shots only No 41 effect on invulnerable saves. Destroyer: - Does not include out of ammunition
owning player picks. - Roll To Hit as normal, then roll on the weapons.
casualties.
- Wounds can only be allocated to Ordnance Cannot shoot No 41 Cover Saves table instead of To Wound. - If no weapons, count as Immobilised.
models in range of and visible by at - If the model to which a wound is allocated - Assume S10 for Instant Death. CATASTROPHIC DAMAGE (p94)
Pistol No Effect Yes 42 - Multiple wounds/hull points do not carry
least one firing model. is at least 25% obscured from the view of at 6 Immobilised:
- Roll Look Out Sir! for characters. least one firing model, it gets a cover save. over to other models in the unit. - Cannot move or pivot any more. D6 Result S AP
Rapid Fire No Effect No 42
- The model may take a Saving Throw. - Cover saves are 5+ unless otherwise - Chariots count as Crew Stunned. 1 Explosion D/4/2 2/4/6
- If reduced to 0 wounds, remove the Salvo Use Lower Value No 42 Template: - Zooming Flyers must roll 3+ to count
stated. - Every model touched by the template is
model as a casualty. Primary No Effect Yes 42 - Models can always shoot through members as Crew Stunned, otherwise Crash 2-3 Devastating Exp D/8/4 2/3/5
- Allocate the next wound to the next automatically hit. and Burn.
of their own unit without conferring a save. - Template must cover as many enemy - Additional Immobilised results 4-6 Titanic Exp D/10/5 2/3/4
closest model. - Intervening Models: If the model is
WEAPON TYPES models in target unit as possible, but may
partially obscured by intervening models remove a Hull Point. - Roll on this table immediately after a
11 Select another weapon (step 3) not cover any friendly models at all. Never
Ordnance: from a third unit, it gets a 5+ cover save. Super-heavy loses its last Hull Point.
- Obscured vehicles have cover if 25% of hits the model firing it. 7+ Explodes:
- Cannot fire Snap Shots. - Has Ignores Cover - Vehicle is destroyed. - Remove the model, centre Apocalyptic
MOVING IN THE SHOOTING PHASE - Can't fire other weapons that phase. the facing is obscured. If multiple facings - Wall of Death: Cannot Snap Shop, but - Nearby units suffer S4AP- for each Megablast marker over it, and roll Scatter.
(Vehicles may snap shot) are being targeted, use multiple cover
Unit Type Distance Pg may still fire Overwatch. Auto D3 hits. model within D6” of the hull.
- Two dice to penetrate and pick highest. values. Simply being in ‘area’ terrain - No Escape: If template touches an open- - Remove the model. VEHICLE UPGRADES (p98)
Infantry, Artillery, Run D6” doesn’t count. Default cover save is 5+. - Zooming Flyers will Crash and Burn.
Pistol: - Other Facings: If the firing unit cannot see topped vehicle or building, D6 hits are
Jump, Jetpack, MC, Dozer Blade:
- Counts as a close combat weapon. resolved on the embarked unit as well as - Treat front armour as +1 when ramming.
Beasts, Cavalry their correct facing AT ALL, they may target
any on the vehicle/building.
- All glancing/penetrating hits remove 1 HP.
- Any models with two pistols may fire both. another facing but at +1 cover. If a vehicle is reduced to 0HP, it is - Re-roll Dangerous Terrain tests.
FMC (Swooping) Run 2D6” 68 Torrent: Wrecked. Wrecked Vehicles stay in place,
Rapid Fire: Extra Armour:
Walkers Run D6” 68 - May fire two shots within half range. THROWING GRENADES (p180)
- As Template, but the narrow end can be as Difficult Terrain. - Counts Stunned as Shaken.
placed up to 12” away and the wide end - Unless an effect states it removes a HP, it
Bikes TB 12” 63 Salvo: Type S AP Type no closer than the narrow end. does not. Hunter-killer Missile
- If moved, fires lower number at half range. - Allocate hits rather than wounds to Vehicle - R:Infinite S8 AP3 Heavy 1, One Use Only
Jetbikes TB 24” 63 - If still, fires greater number at full range. Assault 3 - Assault 1, Blast
Squadrons, starting with the closest, until
DESTROYER ATTACK TABLE Searchlight:
Eldar Jetbikes TB 36” 63 Plasma 4 4 Assault 1, Blast that vehicle is Wrecked or Explodes.
Bombs: D6 Vehicle/Building Non-vehicle - If a member of a Vehicle Squadron is - After shooting, may illuminate one enemy
Heavy Vehicles - n/a 88 - All bombs are One Use Only. Defensive 1 - Assault 1, Blast, Blind it shot at.
- Fired in the movement phase, but counts Immobilised, the squadron may abandon it
1 Unharmed Unharmed
by moving out of coherency. Treat them as - If does so, it illuminates itself.
Fast Vehicles FO 12” 88 as having fired one weapon that shooting Haywire 2 - Assault 1, Haywire - Illuminated = no benefit from Night
2-5 Penetrate D3 HP. Auto D3 wounds. two separate units from then on.
phase, and may not move Flat Out. Krak 6 4 Assault 1 - Fighting until the end of following turn.
Fast Skimmers FO 18” 89 AP2 weapons gain +1 to this table.
- Firer must be Zooming or Swooping. 6 Penetrate D6+6 HP. Auto D6+6 wnds. -
- Nominate one unit the firer moved over, AP1 weapons gain +2 to this table. Smoke Launchers:
Flyers (Zooming) FO 12-24” 84 Melta - - Cannot be thrown. No saves at all. No saves at all. - Crash and Burn: Scatter a large blast - Use once per game, instead of shooting
place template and scatter D6”. - One model in a unit may throw a grenade
All other Vehicles FO 6” 72 - Casualties are removed as per Barrage marker 2D6” from the centre of the flyer. or moving Flat Out.
8” instead of shooting another weapon. Units suffer S6AP- hits equal to number of - Counts as Obscured in the next enemy
- Vehicles in squadrons declare individually weapons.
models under the marker. Remove the shooting phase (5+)
to move Flat Out. Everyone else declares Primary Weapon: Flyer from the battlefield. - Can be fired if Shaken or Stunned.
by unit to Run/TB. Maintain coherency. - Roll two dice to penetrate, pick highest.
FIGHT SUB-PHASE (p48) DETERMINING ASSAULT RESULTS (p52) GENERAL ASSAULT PHASE RULES COMMON CLOSE COMBAT WEAPONS
ASSAULT PHASE 1 Choose a combat. 1 Determine assault results. Locked in combat Weapon S AP Type CHARACTERS
- Player whose turn it is chooses order. - The side that caused the most - If a unit has one or more models in base
Wounds is the winner. contact with an enemy, the unit is locked in Chainfist x2 2 Armourbane,
Charge SUB-PHASE (p45) 2 Issue Challenges (see Characters) - If both sides suffer the same, draw. combat. Unwieldy, GENERAL CHARACTER RULES
- Wounds in excess of a models W - Locked units cannot move, Run, shoot or Specialist Weapon
1 Nominate a unit and pick a unit to 2 Choose highest Initiative step. Characters in Assault
Charge. - Starting from 10 and working down. characteristic don’t count. fire Overwatch if Charged. Dread CCW x2 2 - - When it is the character’s turn to Pile In,
- Cannot declare a Charge against a - Skip a step if no models have that I - Other units cannot shoot at Locked units.
2 Loser takes Morale check. they must move before other models at the
- All models that Charged through - Blast markers and templates may not be Eviscerator x2 2 Armourbane,
unit it cannot reach, or cannot see. - -1 Ld for each Wound they lost the deliberately placed to hit locked models, but Unwieldy, Two- same I step.
- If the unit fired in the Shooting phase, Difficult Terrain are at I1, unless they combat by. handed
are charging a unit that has gone to may scatter onto them.
it can only Charge that unit. - If they fail, they Fall Back - Locked models do not take Morale or Look Out, Sir!
- If Shooting destroys a transport, a ground or was already locked. - Our Weapons Are Useless: If Hvy Chainsword +2 5 Two-handed - When a wound is allocated to a character, it
Pinning checks caused by shooting and
Charge may be declared against the 3 Pile in. locked in combat with an enemy it may be reallocated the closest a model in
cannot go to ground. Lightning Claw U 3 Shread, Specialist
passengers. - Models in this I step pile in 3” can’t hurt, a unit may choose to fail the same unit within 6” on a 4+.
Weapon - A wound can be reallocated only once.
2 Resolve Overwatch. - First models pile in to get in base this check. Disordered Charges
Power Axe +1 2 Unwieldy - In a unit of characters, this can be
- All shots are Snap Shots. Weapons contact. 3 Winner must Sweeping Advance. - Does not gain the +1A bonus for charging.
- Then models pile in to get within 2” of reallocated to other characters.
that cannot Snap Shot cannot fire. - Roll D6 and add Initiative. Power Fist x2 2 Unwieldy, - Cannot be used in a challenge.
- Vehicles cannot fire Overwatch, but an engaged model (6” vertical). - If the winner is higher or scores are Assaulting Vehicles Specialist Weapon
embarked units can. - Then everyone else piles in. equal, the losing unit is wiped out. - All vehicles are WS1(except Walkers and
- Overwatch can’t cause Morale or - The player whose turn it is piles in - If the loser is higher, it Falls Back. Chariots). Immobilised vehicles are WS0. Power Lance +1 3 (on charge) INDEPENDENT CHARACTERS (p166)
Pinning tests. first. - Winning units that are still locked in - All hits are resolved against rear armour. Joining Units
- Anyone who is in base contact with - Vehicles cannot Charge, Pile In, U 4 (after charge)
- A unit being Charged may only fire combat cannot Sweeping Advance. - Must be within 2” coherency of a unit to join
Overwatch once per turn. an enemy model or within 2” of a consolidate, sweeping advance, or be Power Maul +2 4 Concussive it at the end of the Movement phase. Once
- A unit may not fire if Locked in CC. friendly model who is (6” vertical) is 4 End of combat Pile In. locked in combat (except Walkers and joined, the unit may move no further.
engaged and can fight. - If the combat is still going, all models Chariots). Power Sword U 3 -
3 Roll Charge range. - Must stay 2” away from units if it is not
Pile In. - For combat results, count a Glancing hit as Thunder x2 2 Concussive, joining them.
- Standard range is 2D6”. 4 Determine number of attacks. - The player whose turn it is goes first. 1 wound, and a Penetrating hit as 2.
- -2” for any model that Charges - Models in this I step have a number Hammer Unwieldy, - May not join units who are in Reserves,
- If a vehicle loses the combat/destroyed, Specialist Weapon Locked or Falling Back.
through Difficult Terrain. of Attacks equal to their A value. 5 Consolidate.
- +1 for charging. - If the winning unit is now unengaged, there are no sweeping advances, pile ins or - May not join units containing MCs.
- Dangerous Terrain still causes consolidations. Witchblade U - Armourbane,
checks. - +1 for having two Melee/Pistol it may consolidate d6”
- Difficult Terrain has no effect, but - Vehicles never take Morale or Ld checks. Fleshbane
Leaving Units
- Failed Charge: If the range is not weapons.
- Against Vehicle Squadrons, allocate hits
enough, no models are moved. Dangerous Terrain does. - All weapons have the Melee type. - May leave by moving out of coherency.
5 Roll To Hit. instead of wounds as per shooting. - May not leave units who are Falling Back,
4 Move initial charging model. - Use average WS of target unit. 6 Choose another combat and go back to in Reserves, Locked, or Gone to Ground.
- Move the closest charging model 6 Roll To Wound.
Fight Sub-Phase. ASSAULT TO HIT STOMP ATTACKS (p96)
first, into the nearest enemy model by Other effects
the shortest possible route. 7 Divide into Wound Pools. WS 1 2 3 4 5 6 7 8 9 10 D6 Non-vehicle Vehicle - ICs pass Look Out Sir rolls on a 2+.
MULTIPLE COMBATS (p54)
- If killed by Dangerous Terrain, pick - If some wounds have different rules 1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ - Units with an IC test to Regroup as if it had
Multiple Charges 1 Unharmed Unharmed
another initial Charger. or stats divide into wound pools. 25% remaining.
- All the wounds from a single pool - Choose a Primary and Secondary target. 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ - ICs without Infiltrate cannot join Infiltrating
2-5 Each model One vehicle under the
5 Move the rest of the unit in any order. must be allocated before moving on. - If the unit shot, the same target must be the units during deployment.
- A charging model must end in 3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ under the marker marker suffers a
Primary. suffers S6AP4 penetrating hit - ICs who leave units still suffer ongoing
coherency with a model that has 8 Allocate Wounds. - A unit declaring this is making a Disordered 4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+ effects - ICs who joint units do not suddenly
- Wounds must be allocated to enemy hit. (Stomper chooses)
already moved. Charge, even if it ends up with no models
- If possible, must move into base gain them.
models in base contact with a model touching the Secondary. 5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+ 6 Each model One vehicle scatters
contact with an unengaged enemy. attacking at that initiative step. - Both Charged units may fire Overwatch. under the marker D6” and then
- If not, then in contact with an - If there are no models left in base - Initial Charge is the closest model to the 6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ CHALLENGES (p101)
removed. Explodes.
engaged enemy. contact, allocate to the closest model. Primary target. 7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ Issuing Challenges
- If not, then in 2” of an engaged - Roll Look Out Sir! for characters. - All other models must attempt to get in - A Stomp Attack is at I1 and in addition to
any other attacks the model has.
- Player whose turn it is may nominate a
friendly (6” vertical) - The model may take a Saving Throw. base contact with the Primary. If they can’t, 8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+
character to issue a challenge first.
- If not, then just stay within coherency. - If reduced to 0 wounds, remove. then they may go into base contact with the
- D3 Stomps. The first stomp must be
9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ touching the walker. Every other marker
- Enemy may accept with any character.
Secondary. - If he refuses, the challenger may pick an
6 Choose another charging unit. 9 Fight next Initiative step. must be partially within 3” of the previous.
- Once all units have Charged, move - Once all models have fought, move 10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ enemy character to not fight this phase. His
Charging into a Multiple Combat
- Resolve Stomps one at a time.
on to Fight Sub-Phase. on to Determining Assault Results. - Attacker WS on the left, Defender on top. - Buildings, Flyers, Swooping FMCs, unit cannot use his Ld this phase.
- If charging two units already locked, the I - Units of one character cannot refuse.
penalty for Difficult Terrain does not apply.
- If Defender has WS0 it’s an automatic hit. Gargantuan Creatures and Super-heavies
CHARGE DISTANCES (p201) cannot be Stomped.
Fighting Challenges
Fighting Multiple Combats TO WOUND - Once accepted, move the two characters
Unit Type Charge Effect of Difficult Terrain on Charge Page - A model engaged with only one enemy unit GRENADES IN ASSAULT into base contact, or swap them with other
S/T 1 2 3 4 5 6 7 8 9 10
Infantry 2D6” -2” must strike that unit. models in base contact.
- A model engaged with two or more may Type S AP Type
Jump (using) 2D6”, RR -2”, Dangerous T if starts or ends the move in Difficult T 65
1 4+ 5+ 6+ 6+ - - - - - - - The characters and the swapped models
split its attacks freely between them before Plasma 4 4 cannot Pile In this turn.
rolling To Hit. 2 3+ 4+ 5+ 6+ 6+ - - - - - - Characters only fight each other, and may
Jump (not using) 2D6” -2” 65
Haywire 2 - Haywire
3 2+ 3+ 4+ 5+ 6+ 6+ - - - - only allocate wounds to each other.
Beasts 2D6” No Effect 67 Assault Results - No other model may allocate wounds to the
Krak 6 4
- Total the number of Wounds inflicted per 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - - characters until there is nobody else left to
Cavalry 2D6” Dangerous Terrain test 67
side. Melta 8 1 Armourbane, Unwieldy allocate the wounds to (even if the
- Every unit on the losing side must take a 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - -
Bikes 2D6” Dangerous Terrain test 63 - Grenades can only be used against challenger has already slain his opponent).
Morale check with the same penalty. 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - Look Out Sir may not be used.
Jetbikes 2D6” Dangerous T if starts or ends the move in Difficult T 63 - If all the losing units fail or are destroyed, all Vehicles, buildings, Gun Emplacements
the winning units may Sweeping Advance. 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ and Monstrous Creatures.
MC 2D6” No Effect 67 - Any model may use a grenade as a Melee Ending Challenges
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ weapon, but only gets 1 Attack. - Once one challenger is slain, any excess
Artillery 2D6” -2” 64 wounds can be allocated to his unit.
- Models with Assault/Plasma grenades
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ - If both survive, the challenge continues.
Jet Pack (using) 2D6” Dangerous T if starts or ends the move in Difficult T 66 don't suffer the I penalty when charging
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ through Difficult Terrain. - Glorious Intervention: After the first
Jet Pack (not using) 2D6” -2" 66 - round, another character may swap places
If charging a unit with Defensive grenades,
- If the target unit has multiple toughness the Chargers lose the +1A bonus, unless with a friendly challenger by passing I test.
Chariots 2D6” Dangerous Terrain test 86
values, use the majority. the unit is locked or gone to ground. (May only happen in that character’s turn)
Walkers 2D6” -2" 90
JUMP UNITS (p65) MONSTROUS CREATURES (p67) OPEN-TOPPED VEHICLES (p88) FLYERS (p84) CHARIOTS (p86)
UNIT TYPES Jump Pack: Shooting: Shooting: Flight Mode: The Chariot:
- May choose to jump in either the - May fire two weapons in the shooting - All passengers may shoot, measuring - Must Zoom (use these rules) unless it has - Riders cannot disembark from chariots.
Movement or Assault phase, but not both. phase. range and LoS from any point on the hull. Hover (use rules for Fast Skimmers). - If either the rider or the chariot are
ARTILLERY (p64) - May never Go to Ground. - Must declare mode before moving or destroyed, the whole model is removed.
Movement: Special Rules: before models disembark. - Additional crew and beasts are ignored.
The Gun: - If uses Jump Pack in the Movement Special Rules: - Assault Vehicle - If arriving from reserves, declare which.
- The gun is a T7 W2 Sv3+ model. phase, may move up to 12”, and Fall Back - Fear, Hammer of Wrath, Move Through - +1 to any rolls on it’s Damage Table. Shooting:
- If all the crew are killed, remove the guns. 3D6”. Cover, Relentless, Smash. Movement: - Chariot and rider use their own BS.
- You may never reallocate Look Out Sir - May move over all models and terrain - Combat Speed is exactly 18”. If forced to - Must both target the same unit.
wounds to gun models. HEAVY VEHICLES (p88) - Rider always counts as stationary.
freely, but takes a Dangerous Terrain test move less, it is Wrecked.
- Ignore the guns for the purposes of FLYING MONSTROUS CREATURES (p68) - Cruising Speed is up to 36”. - The controlling player may allocate hits to
if begins or ends the move in Difficult Movement:
Morale. One crewman per gun is required Terrain. Flight Mode: - Cannot move faster than Combat Speed. - May make a single 90º pivot at the start. either the rider or the chariot, unless it is a
to Fall Back - any guns without crew are - May be placed on Impassable Terrain if - Can choose to Glide (count as Jump MC) - Cannot move Flat Out. - May move over terrain as a Skimmer, and Precision Shot.
abandoned. Artillery units always lose the model can balance, but counts as or Swoop (use these rules). never takes Dangerous Terrain tests. - Blast and Template weapons are always
Sweeping Advances. - When deployed on the table, it’s Gliding. Shooting: - Models that can fit can move under it, and
Dangerous. - Always counts as stationary. allocated to the chariot.
- If arriving from Deep Strike, it’s Swooping. vice versa, but bases must always stay 1” - Rider may fire Overwatch.
Movement: Assault: - If arriving from reserves, declare which.
- Must have one crewman per gun to move. apart.
- If Jumps into assault, it can re-roll the - Cannot Charge the turn it changes mode. FAST VEHICLES (p88) - Models cannot disembark or embark a Assault:
Charge range and gains Hammer of Zooming flyer.
- May Charge and be Locked in combat.
Shooting:
- One crewman within 2” of the gun can fire Wrath. Movement: Movement: - If it leaves the board, enters Ongoing - May sweeping advance, pile in and
- Must move 12” and can move up to 24” - May move 12” when moving Flat Out. consolidate unless they are Stunned.
it instead of his weapon. Gun and Special Rules: - May make a single 90º pivot at the start. Reserves. Can’t do this the turn it arrives.
- Chariots must take a Dangerous Terrain
crewman must both have LoS. Range is - Deep Strike, Bulky. - May move over terrain as a Jump MC, Shooting:
Shooting: test when charging through Difficult
measured from the gun muzzle. - Can fire all weapons at full BS when
- Only the crew can benefit from Going To and never takes Dangerous Terrain tests. - May fire four weapons, at full BS. Terrain.
- Models that can fit can move under it, and moving at Combat speed, and two when - May elect to use Skyfire each phase. - Skimmer Chariots must take a Dangerous
Ground. JETBIKES (p63) Cruising.
vice versa, but bases must always stay 1” - Enemy units may only fire Snap Shots. Terrain test if they start or end their
Movement: apart. - May move Flat Out straight forwards
Assault: - May move up to 12” in Movement Phase, Charge move in Difficult Terrain.
- As long as there are gun models, the unit - If it leaves the board, enters Ongoing SKIMMERS (p89) between 12” and 24”. - Chariots that fail a Dangerous Terrain test
and Fall Back 3D6”. Reserves. Can’t do this the turn it arrives.
cannot Charge. Only the crew can - May move over all models and terrain Movement: take a glancing hit.
Assault: - A model must declare if attacking the rider
Overwatch. No wounds may be allocated - May move over friendly or enemy models,
freely, but takes a Dangerous Terrain test Shooting: - Can never be Charged. or chariot and all attacks must be directed
to the guns. - May fire two weapons in the shooting
if begins or ends the move in Difficult but cannot end their move over either. If - Can never be Tank Shocked or Rammed. at the same thing.
Terrain. phase, with their usual 360 arc. forced to, move it the minimum distance
Special Rules: - Always use the rider’s WS
BEASTS (p67) - May be placed on Impassable Terrain if - May elect to use Skyfire each phase. out of the way.
- Grenades may be used to attack the
the model can balance, but counts as - Enemy units may only fire Snap Shots. - May move over all models and terrain - Jink.
Movement: - Aerial Support: Must begin the game in chariot.
- May move up to 12” in Movement Phase, Dangerous. - May Run 2d6” straight forwards. freely, but takes a Dangerous Terrain test
- Hits against the chariot are against front
- Jetbikes can turbo-boost 24” but cannot if begins or ends the move in Difficult reserves.
and Fall Back 3D6”. Grounded: - May only be repaired by embarked unit. armour.
shoot, Charge or execute any voluntary Terrain.
- Not slowed by Difficult Terrain, and auto- - If it takes an unsaved Wound in any - May be placed on Impassable Terrain if
action afterwards.until the end of the turn. Damage:
pass Dangerous Terrain tests. phase, must take a Grounded test at the the model can balance, but counts as WALKERS (p90) - Chariots treat Immobilised results as
Shooting: end of the Phase. Dangerous.
Special Rules: Stunned.
- Fleet. - May fire one weapon for each rider model. - Roll D6 - on a 1 or 2, it crashes and - Fast Skimmers can move Flat Out 18” Movement:
suffers a S9 hit, no armour/cover saves. - Use the rules for Infantry. Special Rules:
Armoured Steed: - Grounded creatures are now Gliding, lose Measuring: - May Run, Charge and be Locked. - Hammer of Wrath (D6 S6AP- hits).
CAVALRY (p67) - Jetbikes have +1T. Usually, this is their Jink save and cannot Jink this turn. - The base of a skimmer is ignored unless it - If fails a Dangerous Terrain test, a Walker - Rider has Fearless and Relentless.
included in their profile. is being Charged or Rammed, in which is Immobilised.
Movement: - Cannot be Pinned or Go To Ground. Assault:
- May move up to 12” in Movement Phase, case models may move in contact with its
- Can never Charge or be Charged. hull, its base, or both. Shooting: SUPER-HEAVY VEHICLES (p94)
and Fall Back 3D6”. Special Rules: - Can never Fall Back. - Walkers cannot Run if Stunned or
- Not slowed by Difficult Terrain, but treat it - Jink, Hammer of Wrath, Relentless, Very - Can never be Tank Shocked. Damage: Immobilised.
Movement:
as Dangerous Terrain (also in Assault). Bulky. - If a skimmer is Immobilised or Wrecked, - May never use Jink.
- Can move and fire all weapons. - When Tank Shocking, use the
Special Rules: remove the base if possible. - May fire Overwatch, even if the enemy is
Special Rules: Eldar Jetbikes: - Fear, Hammer of Wrath, Move Through Thunderblitz table unless the enemy is a
- Fleet, Hammer of Wrath. - May turbo-boost 36”. If they do not, they Cover, Relentless, Smash, Jink, Vector Special Rules:
not in their current weapon arc (unless Super-heavy or Gargantuan Creature.
may move 2d6” in the assault phase, - Jink (unless it’s also Heavy). Immobilised). - May transport multiple units.
Strike.
even if they have shot or arrived from Assault:
BIKES (p63) Deep Strike that turn, treating terrain as Shooting:
SUPER-HEAVY WALKERS (p96)
- Hits against Walkers are always against - May fire all weapons at different targets.
Movement: they do in the Movement phase. GARGANTUAN CREATURES (p70)
front armour unless it is Immobilised. - Firing Ordnance weapons has no effect
- May move up to 12” in Movement Phase, Monstrous: Unit Type: - If armed with 2+ Melee weapons it gets
and Fall Back 3D6”. - Gargantuan Creatures use all the rules for - Treat as Walkers which use Super-heavy on their ability to fire other weapons.
JETPACK UNITS (p66) +1A for each weapon after the first. If a - Always counts as stationary.
- Not slowed by Difficult Terrain, but treat it MCs or FMCs with these additions. rules for Shooting, Damage & Transport. weapon is destroyed, it loses the attack.
as Dangerous Terrain (also in Assault). Jet Pack: - May sweeping advance, pile in and
- May always choose to use their Jet Pack Movement: Damage:
- Bikes can turbo-boost 12” but cannot Movement:
consolidate unless they are Stunned or - Any effects from Shaken, Stunned,
shoot, Charge or execute any voluntary or move as normal models of their type. - Gargantuan Creatures may move 12”. - May move 12” in the Movement phase.
- May not fire Overwatch. Immobilised. Immobilised or Weapon Destroyed are
action afterwards.until the end of the turn. - -1A if Stunned or Immobilised. Shaken ignored (they still lose the HP).
Movement: Shooting:
Shooting: - May move over all models and terrain - May fire all weapons at different targets. Assault: has no effect. - Immediately after losing its last HP, it
- May fire one weapon for each rider model. freely, but takes a Dangerous Terrain test - Firing Ordnance weapons has no effect - May make Stomp attacks. suffers Catastrophic Damage.
Special Rules:
if begins or ends the move in Difficult on their ability to fire other weapons. - Hammer of Wrath.
Armoured Steed: - May not fire Overwatch. Special Rules: Special Rules:
Terrain. - Fear, Hammer of Wrath, Move Through - Fear, Move Through Cover
- Bikes have +1T. Usually, this is included in - May be placed on Impassable Terrain if
their profile. Special Rules: Cover, Relentless, Strikedown, Smash, - Invincible Behemoth: Any effect that
the model can balance, but counts as SUPER-HEAVY FLYERS (p97)
- Cannot be Pinned or Go To Ground. Dangerous.
- Fear, Fearless, Feel no Pain, Hammer of Invincible Behemoth. Explodes or removes from play the
Wrath, Move Through Cover, Relentless, Unit Type: vehicle loses D3 HP instead. Attacks that
Special Rules: Assault: Smash, Strikedown, Vector Strike (FGC). - Treat as Flyers which use Super-heavy permanently lower the AV have no effect.
- Jink, Hammer of Wrath, Relentless, Very - Instead of charging, may make a Thrust - May make Stomp attacks as Super Heavy rules for Shooting, Damage & Transport.
Bulky. move 2D6”, even if they have shot or Walkers. Damage:
arrived from Deep Strike that turn, treating - Attacks with Sniper or Poisoned only - Does not suffer Crash and Burn - treat as
terrain as they do in the Movement phase. wound on a 6 (unless S is high). Catastrophic Damage instead.
- Attacks that inflict Instant Death or
Special Rules: remove a model inflict D3 wounds. Special Rules:
- Deep Strike, Bulky, Relentless. - Fear, Invincible Behemoth.
SPECIAL RULES
Rule Effect Rule Effect Rule Effect
Acute Senses (C) - If the unit arrives on a random table edge, you may re-roll the dice to Hit & Run (C) - Unit may leave combat at the end of an Assault phase by passing I test. Slow & Purposeful (C) - As Relentless, but can’t Run, TB, FO, Sweeping Advance or Overwatch.
determine the edge. - If passed, choose a direction, then roll 3D6. If sufficient to move more
than 1” away from every enemy, the unit breaks away. Smash - All close combat attacks are AP2.
Adamantium Will (C) - +1 bonus to Deny the Witch rolls. - The other unit may only consolidate. - May swap all attacks for a single Smash at x2S and re-roll AP.
And They Shall Know - The unit automatically passes Fear and Regroup tests. - Not slowed by Difficult Terrain, but may suffer Dangerous Terrain tests. Shred - May re-roll To Wound rolls.
No Fear (C) - When regrouping, can act normally that turn. - If two units have this, roll off to see who gets to go first. - Counts in assault if the model OR weapon has the rule. In Shooting, the
- If caught by Sweeping Advance, are not destroyed but locked instead. Ignores Cover - Cover saves may not be taken against this weapon weapon must have the rule.
Air-to-Air - This weapon may only be used against Flyers or Fast Skimmers. Interceptor - At the end of enemy Movement, this weapon can fire at any one unit Shrouded (C) - Unit gains +2 to cover saves, or a 5+ save in the open.
Agile - +1 to Jink cover saves. that has arrived from reserve, but cannot be fired in the next turn. Skilled Rider (C) - Unit automatically passes Dangerous Terrain and has +1 to Jink saves.
Assault Vehicle - Passengers disembarking can Charge, unless they arrived from It Will Not Die - At the end of the turn, the model regains a lost W/HP on a 5+. Skyfire - Uses normal BS against Flyers, FMCs and Skimmers.
reserve. Jink - Declare before To Hit rolls are made. If used, any model with Jink in the - May only Snap Shot at other targets.
Armourbane - Rolls an additional D6 for armour penetration. unit gains a 4+ cover save but may only fire Snap Shots next turn. Sniper - The model gains Precision Shot.
- Counts in assault if the model OR weapon has the rule. In Shooting, the Lance - Counts armour values higher than 12 as 12. - Always rolls To Wound on a 4+, and a 6 is AP2.
weapon must have the rule.
Master-crafted - This weapon can re-roll one failed To Hit roll per turn. Soul Blaze - If a unit takes an unsaved wound from this weapon, it is on fire.
Blind - A unit hit must take an I test at the end of the phase. If failed, it is WS1 - At the end of each turn, roll D6. On 4+, unit suffers D3 S4AP5 hits with
and BS1 until the end of its next turn. Mighty Bulwark - If this building suffers a penetrating hit, -1 to the damage table roll. Ignores Cover, randomly allocated.
- The attacking unit cannot be affected. - On a 1-3, the flames die out.
Melta - Roll an additional D6 for armour penetration if at half range or less.
Brotherhood of - Unit is a Psyker with a default Mastery of 1. - If Blast, use the distance the maker ends up after scattering. Split Fire (C) - One model in the unit may fire at a different target.
Psykers (C) - Can use any model with this rule to measure LoS, range or statistics. - Can’t be a unit forced to disembark because of the unit’s other attacks!
- If suffers Perils of the Warp or attacks that target psykers, randomise. Missile Lock - Re-roll failed To Hit rolls when using One Use Only weapons.
- Only scatter D6” when using One Use Only Blast weapons. Specialist Weapon - Does not receive +1A for two Melee weapons unless both have this rule.
Bulky - Counts as two models for the purposes of Transport Capacity.
- Very Bulky counts as three models. Monster Hunter (C) - Unit re-rolls failed To Hit rolls against Monstrous Creatures. Stealth (C) - Unit gains +1 to cover saves, or a 6+ save in the open.
- Extremely Bulky counts as four models. Move Through Cover - Roll an extra D6 and pick the highest in Difficult Terrain. Strafing Run - When shooting Rapid Fire, Heavy, Assault, or Salvo weapons at
- A model that suffers an unsaved wound is reduced to Initiative 1 until (C) - Automatically passes Dangerous Terrain tests. Infantry, Beasts, Cavalry, Bikes, MCs or vehicles without Flyer or
Concussive
- Not slowed when charging through Difficult Terrain. Skimmer, the firer has +1BS.
the end of the next assault phase.
- When Charged, every model with this rule gets +1A unless they were Night Vision (C) - Ignores the effects of Night Fighting. Strikedown - Non-vehicles suffering a wound move as if in Difficult Terrain next turn.
Counter-attack (C)
already locked in combat. One Use/Shot Only - This weapon may only be used once during the game. Stubborn (C) - Unit uses unmodified Ld for Morale or Pinning checks.
Crusader (C) - Unit rolls an extra dice when making Run moves, and picks the highest. Outflank (C) - May arrive from Reserve via Outflank - see Reserves section. Supersonic - If moving Flat Out, must move between 18” and 36”.
- Unit may add D3 to its Sweeping Advance totals. - If deployed inside a dedicated transport, the transport gains Outflank.
Swarms - When wounded from a Blast or Template weapon, counts as 2 wounds
Daemon - Models have a 5+ invulnerable save and cause Fear. Pinning - If suffers an unsaved wound from this weapon, must take a Ld test or unless it would inflict Instant Death anyway.
- May arrive from reserve via Deep Strike - see Reserves section Go to Ground (which does NOT protect it from the fire of this weapon). - Units composed entirely of Swarms ignore Difficult Terrain but take
Deep Strike
- Cannot be conferred to transport vehicles, though transports with Deep - A unit can take multiple tests per turn, but only one per unit firing. Dangerous Terrain tests as normal.
- If immune to Pinning, the unit may still choose to Go to Ground. - When allocating wounds, if two models could be closest, the swarm
Strike do not lose it if the embarked unit does not have it.
which has already taken wounds is always hurt first.
- Instant Death only reduces this model’s wounds by 1. Poisoned - Weapon always wounds on a fixed number (default 4+).
Eternal Warrior
- In assault, if S is higher than targets T, may re-roll To Wound. Tank Hunters (C) - Re-rolls failed AP rolls against vehicles and can re-roll glancing hits.
Fear - At the start of the Fight phase, a unit in contact with a model that causes
Fear must take a Ld test. If failed, it is WS1 that phase. Power of the Machine - May fire one more weapon than normal at full BS. This can be at a Two-handed - Model may never receive +1A for fighting with two Melee weapons.
- Models causing Fear are not immune to Fear. Both units check. Spirit different unit.
- May not be used if moves Flat Out or fires Smoke Launchers. Twin-linked - Weapon re-rolls failed To Hit rolls.
- Unit automatically passes Fear, Pinning, Regroup and Morale checks. - Blast weapons must re-roll both the 2D6 and the scatter dice.
Fearless (C)
- Unit cannot Go to Ground and cannot use Our Weapons Are Useless. Precision Shots - On 6 To Hit, the firer can allocate to any model in the unit in range/LOS. - Template weapons re-roll failed To Wound or Armour Penetration rolls.
- Snap Shots, or weapons that do not roll To Hit, cannot be Precision.
- May make a FnP roll to avoid each wound (default 5+). Unwieldy - Model piles in and fights at I1 unless it is a Walker or MC.
Feel no Pain
- Does not work against Destroyer or Instant Death wounds. Precision Strike - On 6 To Hit in Melee, the attacker can allocate to any engaged model.
Vector Dancer - May make an extra 90º pivot at the end of the move but cannot then
- A unit composed entirely of models with this can re-roll one or more of Preferred Enemy (C) - Unit re-rolls failed To Hit and To Wound rolls of 1 against that enemy. move Flat Out.
Fleet
the dice when rolling for Run or Charge ranges. Psychic Pilot - Vehicle is a Psyker, with an assumed Ld of 10. Vector Strike - When Swooping or Zooming, may attack one unenegaged enemy unit it
- Always wounds on a 2+. moved over that turn.
Fleshbane Rage - When charging, gains +2A rather than +1. - Unit takes 1 hit at unmodified S and AP2, Ignores Cover, randomly
- Counts in assault if the model OR weapon has the rule. In Shooting, the - Does not work if the model is making a disordered Charge.
weapon must have the rule. allocated (D3 hits against Zooming Flyers or Swooping FMCs). Against
Rampage - Model gains +D3A if the assault contains more enemies than friends, vehicles, this is on the side armour.
Furious Charge - If model Charges, it has +1S until the end of the phase. counting all models locked in the combat. Roll once for all models. - This attack cannot be upgraded by other special rules.
- Cannot be used if the model makes a Disordered Charge. - Does not work if the model is making a disordered Charge. - Counts as having fired one weapon in the following Shooting phase, but
can shoot against a different target.
Gets Hot - If To Hit roll is 1, model takes a wound with no Look out Sir / cover save. Relentless - Counts as stationary when firing Heavy, Salvo or Ordnance weapons.
- For weapons with no To Hit, roll D6 before firing: 1 causes Gets Hot. - May Charge after firing the above or Rapid Fire weapons. Vortex - This weapon is a Destroyer weapon with the shot coming from the
- For re-rolls, only counts if the re-roll is a 1. centre of the blast marker (as for Barrage).
- If vehicles Get Hot, they suffer a glance on a D6 roll of 1, 2 or 3. Rending - For each To Wound of 6, automatically wound at AP2. - The marker remains in play, is Impassable Terrain, and scatters 2D6” at
- Against vehicles, each 6 adds an additional D3 to the AP roll (not AP2) the start of each player turn. Remove the marker on a double.
Graviton - The roll To Wound is always equal to the target’s armour save (min 6+). - Any unit under the marker’s new location is hit.
- When firing against a vehicle, roll a D6. On a roll of a 6, the target is Repel the Enemy - Models disembarking this building may Charge the same turn.
Immobilised and loses a Hull Point. This has no effect on buildings. - Building can use automated fire against enemies even if unoccupied. Zealot (C) - Unit automatically passes Fear, Pinning, Regroup and Morale checks.
Sentry Defence
- Enemy units can shoot/Charge this building even if unoccupied. - Unit cannot Go to Ground and cannot use Our Weapons Are Useless.
Hammer of Wrath - If the model Charges into base contact, it makes a single attack at base System
- Re-rolls To Hit rolls in the first round of assault.
S at I10. This attack does not benefit from other special rules.
- Special rules marked with a (C) are conferred - they only require one model in the unit to have
Hatred - Re-roll all failed To Hit rolls in the first round of assault. the special rule for the whole unit to benefit from it.
Haywire - Instead of rolling for AP, roll a D6.
- 1: No effect, 2-5: Glancing hit, 6: Penetrating hit
STRATEGIC WARLORD TRAITS
ARMY COMP ALLIES 1 Conqueror of Cites: BATTLE FORGED DETACHMENT GUIDE
Your units have Move Through Cover
(Ruins) and Stealth (Ruins).
BATTLE-FORGED ARMIES (p117) ALLIES TABLE (p126)
2 Night Attacker:
- All units must be formed into Detachments. You may force Night Fighting on Turn 1.
- No unit may belong to more than one Your units have Night Vision.
Detachment.
- You may have any number of Detachments, 3 Master of Ambush:
- One must be the Primary Detachment. This Warlord and three non-vehicle units
must contain your Warlord. have Infiltrate.
- A unit’s Faction applies in any case. 4 Strategic Genius:
- Dedicated Transports count as being part of You have +1 to Seize the Initiative and
the slot as the unit they were bought for. can re-roll all Reserve rolls.
Supplements 5 Divide to Conquer:
- Any new units in a supplement count as Your opponent has -1 to Reserve rolls.
part of the parent Faction.
- However, most supplements actually add 6 Princeps of Deceit:
new rules to a Detachment rather than ‘new At the start of the opponent’s first turn,
units’. pick 3 units in his army to make a
Pinning test.

UNBOUND ARMIES (p117)


Armies of the Imperium COMMAND WARLORD TRAITS
- DO WHATEVER YOU WANT WE DONT - Adepta Sororitas, Astra Militarum, Blood
CARE HAHAHAHAAA FORGE THE 1 Inspiring Presence:
Angels, Dark Angels, Grey Knights, Imperial Friendly units in 12” can use the
FREAKIN NARRATIVE!!!!! Knights, Inquisition, Space Marines &
- But you can still take Formations. Warlord’s Leadership.
Space Wolves all count as Armies of the
Imperium. 2 Intimidating Presence:
COMBINED ARMS DETACHMENT (p122) Enemy units within 12” use their lowest
Battle Brothers (Green): Ld value, not their highest.
- Are friendly models.
- Can benefit from Warlord traits. 3 The Dust of a Thousand Worlds:
- Can be joined by Ind Characters. Warlord and all friendly units within 12”
- Count as friendly for Psychic powers, etc. have Move Through Cover.
- Can repair friendly models.
- Can benefit from reserve re-rolls, etc. 4 Master of the Vanguard:
- Can embark on friendly transports. Warlord and all friendly units within 12”
add 1” to Run or Charge ranges.
Allies of Convenience (Yellow):
- Are enemy models that cannot be targeted. 5 Target Priority:
- Cannot move within 1” of the ally. Warlord and all friendly units within 12”
- Cannot benefit from anything listed in re-roll shooting To Hit rolls of 1.
‘Battle Brothers’. 6 Co-ordinated Assault:
- Are affected by attacks that effect ‘enemy’ Warlord and all friendly units within 12”
- Units must have the same Faction. units within a certain range. re-roll assault To Hit rolls of 1.
- Ideal Mission Commander: You may
choose to re-roll the Warlord Trait. Desparate Allies (Orange):
- Objective Secured: Troops from this - As Allies of Convenience TACTICAL WARLORD TRAITS
detachment control objectives even if an - One Eye Open: Any unit within 6” of a
enemy unit is within range of the marker, Desperate Ally at the start of the turn must
1 Tactical Genius:
unless that unit has this rule too. roll a D6. On a 1, they may not do anything
You may discard 2 active Tactical
that turn. Zooming/Swooping units may not
Objectives at the end of the turn.
pivot and must just move their minimum
ALLIES DETACHMENT (p122) distance. 2 Master of Interference:
One Use Only. At the end of your turn,
Come the Apocalypse (Red):
- As Desparate Allies. opponent must surrender one random
- Cannot deploy within 12” of each other. active Tactical Objective.
3 Well Prepared:
PERSONAL WARLORD TRAITS (p124) +1 Tactical Objective on your first turn.
4 Forward Planning:
1 Master of Defence: After generating TOs on your first turn,
Warlord has Counter-attack. you may discard them and redraw.
- Units must have the same Faction.
- Must have different Faction from Primary. 2 Master of Offence: 5 Master of Fate:
- This detachment cannot be the Primary. Warlord has Furious Charge. Re-roll the dice for VPs awarded by
- Objective Secured: Troops from this Tactical Objectives with random VPs.
3 Master of Manoeuvre:
detachment control objectives even if an 6 Lead by Example:
Warlord has Outflank.
enemy unit is within range of the marker, Any ‘Secure Objective X’ that is gained
unless that unit has this rule too. 4 Legendary Fighter: because the Warlord’s unit controls it
Army gains +1VP for each character gains an additional VP.
slain by the Walord in a challenge.
5 Tenacity:
Warlord has Feel no Pain.
6 Immovable Object:
Warlord has It Will Not Die and
Fearless.

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