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30k Reference Sheets

1. The document outlines the pre-game sequence for setting up and deploying armies in Warhammer 40k, including determining who deploys first, placing terrain and objectives, declaring reserves and infiltrators, and conducting deployment. 2. It describes key rules for infiltrators, scouts, night fighting, controlling objectives, and secondary objectives like slay the warlord. 3. The turn sequence is also summarized, including movement, psychic, shooting, assault, and end phases, along with rules for falling back, morale, and other phase-specific mechanics.

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Lucas Ahumada
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0% found this document useful (0 votes)
186 views

30k Reference Sheets

1. The document outlines the pre-game sequence for setting up and deploying armies in Warhammer 40k, including determining who deploys first, placing terrain and objectives, declaring reserves and infiltrators, and conducting deployment. 2. It describes key rules for infiltrators, scouts, night fighting, controlling objectives, and secondary objectives like slay the warlord. 3. The turn sequence is also summarized, including movement, psychic, shooting, assault, and end phases, along with rules for falling back, morale, and other phase-specific mechanics.

Uploaded by

Lucas Ahumada
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PRE-GAME SEQUENCE TURN+RESERVES

PRE GAME SEQUENCE (p128) OBJECTIVES INFILTRATORS CONCISE TURN SEQUENCE


1 Decide on the mission Placing Markers • Unit may choose to set up as Infiltrators and are x Start of the Game Turn
• Roll off to see who places first. deployed last.
2 Choose armies. 1 Start of the Player Turn.
• Markers cannot be placed within 6” of the edge • Infiltrate is (C) - conferred to the unit by a single
• Roll for One Eye Open on any unit within 6”
3 Set up the battlefield or within 12” of another marker. model, and conferred on a dedicated transport.
of Desperate Allies.
• Scenery can be placed in any way the players • Cannot be placed on Impassable Terrain. • An IC without Infiltrate cannot join a unit of
• Scatter any Vortex templates.
find mutually agreeable. • Cannot be placed in buildings, but on buildings Infiltrators during deployment, and vice versa.
• Roll for Reserves
• Place any Fortifications which are neutral is ok. • Infiltrators may set up anywhere more than 12”
• In a Maelstrom game, draw new cards
scenery. from any enemy unit as long as no deployed
Controlling Markers enemy unit may draw LoS to them, including in a 2 Movement Phase.
4 Place Objective Markers. • You control an objective if you have one model building. • Move Reserves first.
from a scoring unit and no models from enemy
5 • Alternatively, they may be set up anywhere more • Units Falling Back must attempt to Regroup
Roll D6 for Random Deployment Zones. scoring or denial units within 3”. than 18” from any enemy unit. when selected.
6 • Unless specified otherwise. only Troops units are
Decide on Player table edges by any mutually • An infiltrating unit cannot charge in the first turn. • FMCs must declare Swoop or Glide.
scoring units.
agreeable method. • Units with Infiltrate and Scout may do both. • Flyers must declare Zoom or Hover before
• Any other unit is a denial unit, unless they are • Units with Infiltrate may Outflank. any units disembark.
7 Declare if either player wants Night Fighting. Immobilised, currently Falling Back, Zooming or
• Vehicles declare Speed when move.
Swooping. SCOUTS
8 ‘Before the game begins’. • At the end of the phase, take Morale
• Units in a building are within 3” of any markers
• Generate Psychic Powers. • Unit may choose to redeploy after Deployment & checks for units losing 25%.
on or within 3” of the building.
9 • Units can control one marker at a time. Infiltrators. 3 Psychic Phase.
Roll off for Deployment. The winner can choose
• Only one unit may control a marker. • Scout is (C) - conferred to the unit by a single • Generate Warp Charge.
first or second.
model, and conferred on a dedicated transport. • Manifest powers.
10 Deploy your armies. SECONDARY OBJECTIVES • This may take them out of the deployment zone. • At the end of the phase, take Morale
• Generate Warlord Trait first. • Infantry, Artillery, Walkers and Monstrous checks for units losing 25%.
• Generate Wing Leader special rules. Slay The Warlord (1VP) Creatures may redeploy 6”. Any other type may
• Fortifications which are part of an army are If the enemy Warlord has been removed as a redeploy 12”. 4 Shooting Phase.
deployed with the rest of the army using the casualty as the end of the game. • A scouting unit cannot charge in the first turn. • Shoot units one at a time.
same rules. Last Man Standing (1VP) • A unit may not embark/disembark as part of this • Fire Emplaced Weapons last.
• Scenery upgrades may be deployed inside The side with the greatest number of surviving redeployment. • At the end of the phase, take Morale
the scenery or within 6” of it. units wins this. • Units with Scout may Outflank. checks for units losing 25%.
• Declare Reserves, Deep Strike, Outflank, 5 Assault Phase.
Combined Reserves. Attrition (1VP) NIGHT FIGHTING
The side who destroyed the greatest number of • Charge sub-phase.
• Second player deploys.
enemy units wins this. • If the mission includes Night Fighting, either • Fight sub-phase. Active player decides the
11 Deploy Infiltrators. player can request to use it. order in which to resolve assaults.
• If both players have them, roll off. The winner The Price of Failure • Night Fighting affects Turn 1 on 4+. 6 End of the Turn.
can choose to deploy a unit first or second. Destroying an enemy LoW represents a • If Night Fighting is in effect, all units have the
secondary objective. This is 2VP in the case of • Roll for units with Soul Blaze.
Then alternate. Stealth special rule.
Engine of Destruction, Primarch, Mighty • Roll for Sabotaged objectives
12 Redeploy Scouts Fortification or Great Beast. This is 1VP per • Friendly Gone to Ground units to normal.
VARIABLE GAME LENGTH - HERESY
• If both players have them, roll off. The winner vehicle/creature in the case of all others. • In a Maelstrom game, score/discard cards.
can choose to redeploy a unit first or second. • If the mission includes Variable Game Length, at
Then alternate. MYSTERIOUS OBJECTIVES the end of turn 5, roll d6. On a 4+, the game PREPARING RESERVES
continues, otherwise the game is over.
13 Choose who goes first. 1 Sabotaged: • You may Reserve any number of units.
• There are never more then six turns.
• Player that deployed first can choose first or Roll D6 at the end of every turn. On 1, all units • If a unit cannot be deployed on the table, it must
second turn. within 3” take D6 S4AP- hits. WARLORD TRAITS - PERSONAL be Reserved.
• You must specify in deployment any attached
14 Seize the Initiative. 2 Nothing of Note: 1 Master of Defence Independent Characters, Transports, and if using
• The second player can go first on a 6. No effect. Warlord has Counter-attack. Deep Strike or Outflank.
MISSIONS - AGE OF DARKNESS 3 Skyfire Nexus: 2 Master of Offence ARRIVING FROM RESERVE
Unit in control can choose to Skyfire. Warlord has Furious Charge.
1 Blood Feud: Turn Roll required
• 1VP per unit destroyed plus additional points 4 Targeting Relay: 3 Master of Manoeuvre
per unit in one secret chosen category:
 Unit in control re-rolls shooting hits of 1. Warlord has Outflank. 2 3+ on D6
Infantry (except IC) = +1VP
 5 Scatterfield: 4 Legendary Fighter 3 3+ on D6
Independent Characters = +2VP
 Unit in control has +1 cover save. Army gains +1VP for each character slain by
Vehicles (Tank) = +1VP
 4 Automatically arrives.
the Warlord in a challenge.
Vehicles (Walker) = +1VP
 6 Grav Wave Generator:
Superheavy Vehicles = +2VP
 -2 to enemy charge ranges. 5 • Roll of 1 always fails to arrive.
Tenacity
Superheavy Walkers = +2VP
 • Moves on from the controlling player’s edge.
Warlord has Feel no Pain.
Flyers (SH or normal) = +2VP
 DEPLOYMENT ZONES • If it cannot fit on the board with its max move,
6 Immovable Object move it as far on as possible.
MC and GMC = +2VP
 1 Clash of the Line: Warlord has It Will Not Die and Fearless. • Ongoing Reserves: Units which leave the board
Bikes/Jetbikes/Skimmers = +1VP
• Arrowhead DZ. during the game enter Ongoing Reserves, which
• SO: Slay the Warlord, Last Man Standing
• No units within 12” WARLORD TRAITS - STRATEGIC arrive automatically the next turn.
• Six Turns, Night Fighting, Reserves.
of the centre.
2 Onslaught: • Your edge is the 1 Conqueror of Cites DEEP STRIKE (p162)
• Place one 5VP objective in the opponent’s short table edge. Your units gain Move Through Cover (Ruins)
1 Place one model from the unit anywhere.
deployment zone more than 6” from the edge. and Stealth (Ruins).
• 1VP for each enemy unit destroyed in the first 2 Dawn of War:
2 2 Roll for Scatter 2D6”
• DZ is 12” from the Night Attacker
game turn. • Vehicles do not change facing when scatter.
board edge. You may force Night Fighting on Turn 1. Your
• SO: Slay the Warlord, Attrition,
• Your edge is the units gain Night Vision. 3 Place the rest of the models
• Six Turns, Staged Deployment, Night
Fighting, Reserves. long table edge. 3 Master of Ambush • Models must be in base contact, forming a
The Warlord and three non-vehicle units have circle around the first.
3 Shatter Strike:
Infiltrate. • Once the circle is complete, start another.
• 2VP for each scoring unit in the opponent’s 3 Search and Destroy: • Each circle must include as many models as
deployment zone. 1VP for each denial unit. • No units within 9” of 4 Strategic Genius will fit.
• SO: Slay the Warlord, Attrition. the centre. You have +1 to Seize the Initiative and can re-
• Variable Game Length, Price of Failure, Night 4 Mishap occurs if any model:
• Your edge is any roll all Reserve rolls.
Fighting, Reserves. edge touching your • would be placed off the table.
5 Divide to Conquer • would be within 1” of an enemy.
deployment zone.
4 Dominion: Your opponent has -1 to Reserve rolls. • would be on top of a friendly.
• Five objectives, placed outside the • would be in Impassable Terrain.
4 Hammer and Anvil: 6
deployment zones. 1VP for each objective Princeps of Deceit
• DZ is 24” from the At the start of the opponent’s first turn, pick 3 5 Difficult terrain is Dangerous
controlled at the start of your player turn.
board edge. units in his army to make a Pinning test.
• SO: Slay the Warlord, Attrition (both D3VP).
• Your edge is the • If in Ruins, place models on the ground floor.
• Variable Game Length, Price of Failure, Night
short table edge. WARLORD TRAITS - COMMAND • Buildings count as Impassable Terrain.
Fighting, Reserves.
• Units may Shoot, Run, etc as normal, counting
5 1 Inspiring Presence as having moved (Combat Speed for vehicles).
Tide of Carnage:
5 Ambush: Friendly units in 12” can use the Warlord’s • Units may disembark but may not charge.
• Control areas of the battlefield by having a
scoring unit in the area and no enemy scoring • Player winning the Leadership.
units in it:
 roll chooses attack DEEP STRIKE MISHAP (p162)
2 Intimidating Presence
3VP for your deployment zone. 
 or defend.
Enemy units within 12” use their lowest Ld D6 Effect
5VP for no man’s land. 
 • Defender has centre
value, not their highest.
7VP for enemy deployment zone. and long edges. 1 The entire unit is destroyed!
• Heavy Armour: Tanks, SH ground vehicles 3 The Dust of a Thousand Worlds
6 Vanguard Strike: Warlord and all friendly units within 12” have 2-3 Opponent deploys unit without scattering.
and SH walkers count as scoring units.
• SO: Slay the Warlord, Last Man Standing. • Mutually decide Move Through Cover. 4-6 Place in Ongoing Reserves.
• Five Turns, Night Fighting, Reserves. which diagonal
direction to use. 4 Master of the Vanguard
6 Warlord and all friendly units within 12” add 1” OUTFLANKING
War of Lies: • Your edge is the
• One central objective. four more objectives long table edge. to Run or Charge ranges. Outflanking units roll a d6 to determine what edge
placed by players. they arrive from when arriving from Reserves.
5 Target Priority
• Each objective is worth a random amornt at STAGED DEPLOYMENT Warlord and all friendly units within 12” re-roll D6 Effect
the end of the game - roll d6:

shooting To Hit rolls of 1.
1 = 0 VP
 • Player who deploys first deploys a single unit. 1-2 To the left of controlling player.
2/3 = 1VP
 then their opponent deploys, etc, etc. 6 Co-ordinated Assault
4 = 2VP
 • Order: Fortifications, LoW, Heavy Support, Warlord and all friendly units within 12” re-roll 3-4 To the right of controlling player.
5 = 3VP 
 Troops, Elites, HQ, Fast Attack. assault To Hit rolls of 1. 5-6 Choose left or right.
6 = minus D3 VP
• SO: Slay the Warlord.
• Six Turns, Reserves.
MORALE MOVEMENT PHASE TERRAIN
MORALE MOVEMENT DISTANCES (p199) TYPES OF TERRAIN

Morale Checks Unit Type Move Effect of Difficult Terrain Fall Back Pg Difficult Terrain:
• Morale checks are always 2D6 against the • To move, roll 2d6 and pick highest.
Infantry 6” Roll 2d6 and pick the highest number. 2D6” 62
highest Ld in the unit. A roll of double 1 always • If you choose not to test, you cannot move any
passes. Jump (using) 12” If the move starts/ends in this, take a Dangerous test. 3D6” 65 models through Difficult Terrain.
• Test when a unit suffers 25% or more casualties • If you choose to take the test, this is the
during any phase, test at the end of that phase Jump (not using) - As standard Unit Type. 3D6” 65 maximum all models in the unit may move.
(except the Assault phase). Beasts 12” No Effect. 3D6” 67 • -2” to charging through Difficult Terrain.
• When losing an assault, test with a Ld modifier
Dangerous Terrain:
equal to the number of wounds it lost by. Cavalry 12” If the move enters this, take a Dangerous test. 3D6” 67
• As Difficult Terrain.
• Insane Heroism - a roll of double 1 always
Bikes 12” If the move enters this, take a Dangerous test. 3D6” 63 • Test as soon as model enters or moves.
passes.
• On a 1, suffers a wound. No cover saves.
Jetbikes 12” If the move starts/ends in this, take a Dangerous test. 3D6” 63
Falling Back • Only test once per scenery area per phase.
• Units make a Fall Back move immediately after MC 6” Roll 3d6 and pick the highest number. 2D6” 67 Impassable Terrain:
failing a Morale check. The only moves they can
Artillery 6” Roll 2d6 and pick the highest number. 2D6” 64 • Models cannot enter.
make after this are additional Fall Back moves
until they regroup. They will make a Fall Back Ruins:
Jet Pack (using) 6” If the move starts/ends in this, take a Dangerous test. 2D6” 66
move every movement phase unless they • As Difficult Terrain.
Regroup. Jet Pack (not using) - As standard Unit Type. 2D6” 66 • 4+ cover save regardless of % obscured.
• The default Fall Back move is 2D6”, not slowed
Skimmers 12” If the move starts/ends in this, take a Dangerous test. n/a 89 Forests (Twisted Copse):
by Difficult Terrain but Dangerous Terrain is as
normal. • As Difficult Terrain.
Walkers 6” Roll 2d6 and pick the highest number. n/a 90
• The move is directly towards their own table • 5+ cover save regardless of % obscured.
edge by the shortest route. Flyers (zoom) 18-36 No Effect. n/a 84
• If a model from the unit reaches the edge, the BATTLEFIELD DEBRIS (p109)
FMCs (swoop) 12-24 No Effect. n/a 68
unit is removed as casualties. Ammunition Dump
• If falling back from assault, the unit may move Other Vehicles 12” If the move enters this, take a Dangerous test. n/a 72 • Difficult Terrain. Gives a 5+ cover save.
freely through enemy models involved in the • Any model within 2” re-rolls To Hit of 1.
assault. MOVING UNITS TANK SHOCKS & RAMMING (p92)
• Trapped: If the route is blocked, the unit may Barricades & Walls
• Pivoting on the spot is not moving. 1 Nominate a vehicle and declare either Tank
move around the obstacle, but if it cannot move • Difficult Terrain. Gives a 4+ cover save.
in any direction, it is destroyed. • Units Locked in assault cannot move. Shock or Ram. Only Tanks or Super-heavy • Models on either side count as in contact.
• Units that are falling back can only fire Snap • Unit Coherency: Models must be within 2” vehicles may Tank Shock or Ram. • Units charging an enemy behind a wall count as
Shots, cannot Charge, Run or TB, cannot Go to horizontally and/or 6” vertically of another model charging through Difficult Terrain.
2 Turn it on the spot in the direction you wish to
Ground and pass all Pinning tests. in the same unit. Coherency is determined at the
move it. Comms Relay
• Models that are falling back automatically fail all end of the move. If lost, the unit must attempt to
regain coherency in their next turn. This may 3 Declare how many inches it will move. This can • Difficult Terrain. Gives a 5+ cover save.
Morale checks.
force the unit to Run. be pre-measured, but must be at least Combat • Any model within 2” re-rolls Reserves.
• Models that are Charged must immediately test
to Regroup. Speed. Craters
EMBARKING & DISEMBARKING (p80)
4 Move the vehicle straight forward until it • Difficult Terrain.
Regrouping
Embarking Vehicles contacts an enemy unit or reaches the declared • 6+ cover save regardless of % obscured.
• Before the unit moves in the Movement phase,
• Move each model to within 2" of an Access Point distance. • Going to Ground gets +2 to cover save.
they must attempt to regroup.
in the Movement phase. The whole unit must be • Tank Shocks cannot be attempted against
• If 25% of the squad remains, this is a normal Defence Line
able to embark. enemies locked in combat.
Morale check. If less than 25% remains, this can • Difficult Terrain. Gives a 4+ cover save.
• If the vehicle moved before the embarkation, it • The tanks stops if it comes within 1” of a
only be passed with Insane Heroism. • Models on either side count as in contact.
cannot move further. friendly model, impassable terrain or reaches
• If failed, Fall Back. • Going to Ground gets +2 to cover save.
• Vehicles cannot Tank Shock/Ram that turn. the board edge.
• If passed, regroup 3”, not slowed by Difficult
• Embarked models are Fearless. • If a Ram was declared, it will make a Ram Gun Emplacement
Terrain but Dangerous Terrain is as normal.
• Embarked units may fire Overwatch out of Fire attack if it contacts an enemy vehicle. • Difficult Terrain. Gives a 4+ cover save.
• This move must be used to restore coherency.
Points. • A model in base contact fires (Relentless),
• Regrouped models cannot Run or Charge, but
• ICs embarking an occupied vehicle automatically 5 Enemy units contacted take Morale test.
can shoot Snap Shots and Overwatch. • May be attacked at T7 W2 Sv3+
- If assaulted while falling back, a unit must test to joins the unit. • If the test is failed, the unit immediately Falls
• Only Infantry models may embark (this does not Back. Imperial Statuary
regroup when the enemy is found to be in
include Jump or Jetpack Infantry). • If the test is passed, one model from a unit • Difficult Terrain. Gives a 3+ cover save.
Charge range on its normal Ld (ignore the 25%
may make a single Death or Glory attack • Imperium models within 2” gain Fearless.
rule). If failed, it is destroyed at the end of the Disembarking Vehicles against the front armour, which automatically
Charge sub-phase. • A unit may disembark if it begins the turn in a Rubble
hits. This can be assault, a single shot (even
vehicle which moved no more than 6”. • As Difficult Terrain.
if the weapon has more shots) or a grenade.
• If the vehicle has already moved, it may not • 4+ cover save regardless of % obscured.

CHARACTERS
If it causes a Stunned, Immobilised, Wrecked
move further. or Explodes result, the vehicle stops 1” away. Tanglewire
• Vehicles cannot Tank Shock/Ram that turn. If the attack fails, the model is removed. If • Dangerous Terrain. Gives a 6+ cover save.
• Place models, one at a time, touching an Access Artillery units do this with a gun and fail, both
CHARACTERS Point. The model may then move 6” or less for the crewman and gun are removed. Tank Traps
Difficult Terrain. • Keep moving the Tank up to it’s declared • Dangerous to Bikes,
Characters in Assault • Disembarked units may act normally but may not distance. • Impassable to non-Skimmer vehicles.
• When it is the character’s turn to Pile In, they charge. If disembarked in the enemy turn, they • Gives a 4+ cover save.
must move before other models at the same I may not charge in theirs. 6 If a Ram occurs, each vehicle causes a hit
step. • Emergency Disembarkation: If models cannot against the enemy facing. BUILDINGS (p11)
disembark because of enemy models or terrain, • S is half the AV of your facing.
Look Out, Sir! • Treat as Transport vehicles.
they may be placed touching any part of the hull • +1 for being Tank (doesn't stack with Heavy).
• When a wound is allocated to a character, it may • Dilapidated Buildings: -2 to AV.
(instead of an Access Point). After their 6” move, • +2 for being Heavy / Superheavy / Building.
be reallocated the closest a model in the same • Jump and Jet Pack infantry may embark.
they may not perform voluntary actions that turn. • If the enemy vehicle Explodes, the Tank may
unit within 6” on a 4+. • All buildings have Repel The Enemy.
If some models can’t be placed, unit stays in. keep moving up to it’s declared distance.
• A wound can be reallocated only once. • Buildings are automatically hit in assault.
• In a unit of characters, this can be reallocated to • Tanks may Tank Shock from Reserve, but this • Two models may shoot through Fire Points.
THUNDERBLITZ (p95)
other characters. must be declared before the tank moved onto the • If AV0 or HP0, immediate Total Collapse.
• Cannot be used in a challenge. D6 Tank Shock Ram board. • Moving between parts of a multi-part building will
• Tank Shocking vehicles cannot move Flat Out, take up all the unit’s move.
Independent Characters 1 Carry on as normal Carry on as normal embark or disembark that turn.
• ICs pass Look Out Sir rolls on a 2+. • Vehicles that declare Ramming only fire Snap Claiming Buildings
• Units with an IC test to Regroup as if it had 25% 2-5 Unit suffers D6 Add D6 to the Super- • Buildings in your army are ‘claimed’ at start.
Shots.
remaining. S6AP- hits. heavy’s AP. • A claimed building is a unit in the player’s army
• Walkers may not Death or Glory.
• ICs without Infiltrate cannot join Infiltrating units 6 Unit suffers 2D6 Vehicle scatters 2D6” • Thunderblitz: Is a Super-heavy performs a and remains so, even if unoccupied.
during deployment. S10AP2 hits. Then and Explodes Tanks Shock/Ram, as well as the regular effects, • If an enemy unit enters the building, they
• ICs who leave units still suffer ongoing effects. carry on as normal. roll on the Thunderblitz table before the morale immediately claim it.
• ICs who join units do not suddenly gain them. test / AP roll. • Claimed buildings have Sentry Defense System.
Independent Characters Joining Units Emplaced Weapons
• Must be within 2” coherency of a unit to join it at BUILDING DAMAGE TABLE • Manual Fire: If a building is occupied, models
the end of the Movement phase. Once joined, may fire emplaced weapons manually. All fire at
D6 Result Hits Other Effects
the unit may move no further. same target.
• Must stay 2” away from units if not joining them. 1 Breach • Reduce AV by 1 on all facings. • Automated Fire: If a building is claimed, all non-
• May only leave/join in the Movement phase. manual weapons fire at the nearest enemy unit
2 Tremor • Occupying unit may only make Snap Shots or disembark 3”.
• May not join units who are in Reserves, Locked within range/LoS of the weapon at BS2 at the
or Falling Back. 3 Partial Collapse D6 • Emplaced weapons may only fire Snap Shots next turn. end of the phase.
• May not join units containing MCs. • Gun Emplacements taken as upgrades count as
4 Struc. Collapse 2D6 • One emplaced weapon is destroyed. additional emplaced weapons.
Independent Characters Leaving Units • Emplaced weapons may only fire Snap Shots next turn.
• May leave by moving out of coherency. Battlements
• May not leave units who are Falling Back, in 5 Cata. Breach 2D6 • Reduce AV by D3 on all facings. • Battlements are a separate piece of terrain.
Reserves, Locked, or Gone to Ground • One emplaced weapon is destroyed. • Battlements are an access point for the building.
• Emplaced weapons may only fire Snap Shots next turn. Units may also move onto the battlements
without entering the building.
6 Total Collapse 2D6 • Building is destroyed and becomes Ruins.
• Difficult Terrain, but Jump and Jet units do not
• All models must disembark or else be removed as casualties
have to take Dangerous tests.
• Once disembarked, units must take a Pinning test.
• 4+ cover save regardless of % obscured.
• Units on battlements take D6 hits and a Pinning test.
• Template/Blast weapons hit building too.
7+ Detonation! 4d6 • As above, but units on battlements take 2D6 hits. • If a unit moves onto the battlements of an
unclaimed building they claim it.
• All hits are S6 AP- with the Ignores Cover rule, and randomly allocated.
• AP2 weapons gain +1 to this table.
• AP1 weapons gain +2 to this table.
PSYCHIC PHASE
GENERATING PSYCHIC POWERS (p22) PSYCHIC HOODS BIOMANCY (p192) PYROMANCY (p196)

Mastery Levels Allows a model to Deny any power that targets a P Smite (Witchfire 1) P Flame Breath (Witchfire 1)
• Psykers know a number of powers equal to their friendly unit within 12” of them. If they fail, the R18” S4 AP2 Assault 4 Template S5 AP4 Assault 1 Soul Blaze.
Mastery Level. power still affects the target unit. If the Psyker is 1 Iron Arm (Blessing 1) 1 Fiery Form (Blessing 1)
• The number of powers a Psyker may use in a inside a vehicle or building, this may only be used
Psyker gains +3S, +3T and Smash. Psyker gains 4+ inv. save and Soul Blaze in
turn is equal to it’s Mastery Level. to nullify powers targeted against the vehicle/
assault, and re-rolls failed To Wound rolls with
• Psykers are assumed to be Mastery Level 1 building the Psyker is in. 2 Enfeeble (Malediction 1, 24”) other Pyromancy powers.
unless stated otherwise. Target has -1S, -1T and treats all terrain (inc.
FORCE (p23) open ground) as Difficult Terrain. 2 Fire Shield (Blessing 1, 24”)
Generating Powers Target has 4+ cover save and enemy units
Force (Blessing 1) 3 Life Leech (Witchfire 1)
• Generate powers one at a time. within 6” treat all terrain as dangerous.
Any weapons in the unit with Force gain R18” S6 AP2 Assault 2 If this causes an
• After rolling a power, the psyker may immediately Instant Death. unsaved wound, the Psyker or a friendly model
choose to swap it for the Primaris power. 3 Spont. Combustion (Focus Witchfire 1, 18”)
• If a power is rolled twice, immediately re-roll within 6” regains a lost wound. Target model suffers S6 AP3 hit with Soul
FORCE WEAPONS
before choosing swap for the Primaris. Blaze. If slain, centre a Blast over him, S5 AP4
4 Warp Speed (Blessing 1)
• Psychic Focus: If a psyker generates all powers Type S AP Type with Soul Blaze and Ignores Cover.
Psyker gains +3I, +3A and Fleet.
from the same discipline, he automatically gains
Force sword U 3 Melee, Force 4 Sunburst (Nova 1)
the Primaris power in addition. 5 Endurance (Blessing 2, 24”)
R9” S4 AP5 Assault 2d6, Ignores Cover, Soul
• Psykers with a Mark of Chaos or are the Target gains Feel no Pain (4+), Eternal Warrior
Force axe +1 2 Melee, Force, Unwieldy Blaze.
Daemons of a chaos god automatically know the and Relentless.
Primaris power of their patron. Force stave +2 4 Melee, Force, Concuss. 5 Inferno (Witchfire 2)
6 Haemorrhage (Focussed Witchfire 2, 18”)
• Any Psyker with a Force weapon automatically R24” S4 AP5 Assault 1, Ignores Cover, Large
Unusual force weapons are AP3 Melee weapons Target must pass two T tests & suffers a wound
knows the Force power. Blast, Soul Blaze.
with their own additional rules. for each failure. No armour or cover saves. If
removed, select a model within 2” and take a 6 Molten Beam (Witchfire 2)
Daemonology
PSYCHIC POWER TYPES single T test. Repeat as necessary. R12” S8 AP1 Assault 1 Melta.
• Anyone except Tyranids can select
Daemonology powers. Blessing DIVINATION (p193) TELEKINESIS (p197)
• Grey Knights cannot use Malefic Daemonology. • Targets one or more friendly units
• Daemons cannot use Sanctic Daemonology. • Lasts until the player’s next Psychic Phase. P Prescience (Blessing 2, 12”) P Assail (Beam 1)
• Non-Daemons who use Malefic suffer a Perils of • Can affect units locked in CC and can affect the Target can re-roll failed To Hit rolls. R18” S6 AP- Assault 1, Strikedown.
the Warp attack on any double. casting Psyker. 1 Foreboding (Blessing 1) 1
• Non-Grey Knights who use Sanctic suffer a • Multiple benefits from the same power are not Crush (Focus Witchfire 1, 18”)
Perils of the Warp attack on any double. Psyker and unit gain Counterattack and can fire Suffers a S2D6 APD6 hit. S11 or 12
cumulative. Overwatch at full BS. automatically wounds or penetrates.
GENERATING WARP CHARGE (p24) Conjuration 2 Forewarning (Blessing 1, 12”) 2 Objuration Mech (Malediction 1, 24”)
• Conjured models immediately arrive via Deep
The player whose turn it is rolls D6. Each player Target gains a 4+ invulnerable save. Target’s weapons have Gets Hot and each
Strike within the power’s range.
adds the Mastery Levels of all Psykers they have vehicle in the unit suffers a S1 Haywire hit.
• Conjured units may not take upgrades. 3 Perfect Timing (Blessing 1)
on the table. The total is the amount of Warp • Generate any abilities immediately. Psyker and unit gain Ignore Cover. Does not 3
Charge each player gets. Shockwave (Nova 1)
• May not manifest Psychics that turn. affect Witchfire powers. R9” S4 AP- Assault 2d6, Pinning.
• Chaos Daemons get a free Icon, Instrument or
MANIFESTING PSYCHIC POWERS (p24) 4 Precognition (Blessing 1) 4
Character upgrade if the model is available. Levitation (Blessing 1)
1 Psyker can re-roll failed To Hit, To Wound and Unless Zooming, Swooping or locked, the
Select Psyker & Psychic Power.
Malediction saving throws. Psyker and unit make a 12” move, ignoring
2 Declare Target. • Targets one or more enemy units 5 Misfortune (Malediction 2, 24”) intervening models & terrain. If starts or ends in
• Lasts until the player’s next Psychic phase. Difficult Terrain, count as Dangerous. Counts as
3 Take Psychic Test. All attacks that hit the target have the Rending
• Multiple effects from the same power are not having moved for shooting purposes. Cannot
• Declare how many Warp Charge you are special rule.
cumulative. Charge.
using and roll that many D6.
6 Scrier’s Gaze (Blessing 2)
• For every 4+ you harness 1 Warp Charge Witchfire 5 Telekine Dome (Blessing 2, 12”)
Targets the Psyker. You may re-roll Reserves,
point. • Witchfire powers are shooting attacks. Psyker and all models in 12” have a 5+
Outflank and Mysterious Objectives. If using
• If you harness enough to meet the power’s • Any number can be manifested per turn and can invulnerable save against shooting.
Tactical Objectives, you can immediately
cost, the power is successful. all target different units.
discard one and draw a new one. 6 Psychic Maelstrom (Witchfire 3)
• If you do not harness enough, the power fails. • Cannot be used in Overwatch.
• If you roll two or more 6s, the psyker suffers • If the power has no weapon profile, it does not R12” S10 AP1 Assault 1, Large Blast,
DAEMONOLOGY - SANCTIC (p194) Barrage.
Perils of the Warp. require a To Hit roll. Look Out Sir may still be
taken against them, though. P Banishment (Malediction 1, 24”)
4 Deny the Witch. TELEPATHY (p198)
Target has -1 to inv saves, to a minimum of 6+.
• Declare which unit is nullifying Witchfire (Beam)
• Draw a 1mm thick line between the centre of the P Psychic Shriek (Witchfire 1, 18”)
• Declare how many Warp Charge you are 1 Gate of Infinity (Blessing 1)
using and roll. Psyker’s base and a chosen point. Psyker is removed and Deep Strikes. Target unit suffers 3d6-Ld wounds. No
• For every 6+, you nullify 1 Warp Charge point. • All units, friend or foe, under the line are armour or cover saves.
automatically hit, except Zooming Flyers & 2 Hammerhand (Blessing 1)
• You need to nullify ALL the harnessed points 1 Dominate (Malediction 1, 24”)
to cancel the power. Swooping FMCs. Psyker and unit have +2S.
Target must lass Ld test to shoot, move, Run,
• +1 if the target is a Psyker. • Units take a number of hits equal to the number 3 Sanctuary (Blessing 1) Charge, overwatch or manifest powers.
• +1 if the target has higher mastery level than of models under the line. Psyker and unit have +1 to invulnerable saves.
the caster. • Only one unit under the line can try to Deny. 2 Mental Fortitude (Blessing 1, 24”)
Daemons within 12” treat all terrain as difficult.
• +1 if the target has Adamantium Will. • Jink saves cannot be taken. Target immediately regroups and gains
4 Purge Soul (Focus Witchfire 1, 24”) Fearless.
5 Resolve Psychic Power. Witchfire (Focussed) Target and Psyker roll D6 and add Ld. If the
• As Witchfire, but pick a target model in the unit. 3 Terrify (Malediction 1, 24”)
• Only the player whose turn it is may attempt to Psyker is higher, the target suffers a wound. No
• If you harness more Warp Charge than needed, Target has -1Ld, treats all enemies as having
manifest powers. armour or cover saves.
the power affects that model. Fear, and must take a Morale check at the
• When the player whose turn it is has 0 Warp • If you do not, the power affects the closest model 5 Cleansing Flame (Nova 2) end of the Psychic phase.
Charge remaining, the phase is over. in the unit. R9” S5 AP4 Assault 2d6, Ignores Cover, Soul
• No Psychic unit may attempt to manifest the 4 Shrouding (Blessing 1)
Blaze. (2d6 hits per unit affected)
same power more than once per phase. Witchfire (Nova) Psyker and friendly models within 6” gain
• Psykers in transports can only use Witchfire • Automatically targets and hits all enemy units 6 Vortex of Doom (Witchfire 3) Shrouded.
powers, and only if the vehicle has a firing point. within range, regardless of LoS, locked in CC, R12” SD AP1 Assault 1, Blast, Vortex
5 Invisibility (Blessing 2, 24”)
They cannot use Beam, Nova, or Focussed WF. intervening models, etc. If the psychic test is failed, psyker suffers a
Enemy units may only Snap Shot at the
Psykers in Chariots may use any power. • Only one targeted unit can try to Deny. Perils of the Warp.
target and hit in CC on a 6.
• Psychic powers cannot target units embarked on
a transport. DAEMONOLOGY - MALEFIC (p195) 6 Hallucination (Malediction 2, 24”)
• Modifiers from multiple instances of the same Roll D6 for the effect:
P Summoning (Conjuration 3, 12”)
power do not stack. 1/2 - Unit must take Pinning Test
May conjure 10x Bloodletters, 10x
Daemonettes, 10x Plaguebearers, 10x Horrors, 3/4 - Unit has -1WS, BS, I & A
PERILS OF THE WARP (p125) 5/6 - One random character in the unit suffers
5x Flesh Hounds, 3x Flamers, 3x Nurgling
1 Dragged into the Warp (Ld test) Swarms or 5x Seekers. a S3 attack from every other model in the
Pass: 1 wound/glance with no saves. unit. No cover, and no allocating to other
1 Cursed Earth (Blessing 1) models. If no characters, treat as 3/4.
Fail: Psyker removed and unit suffers D6 S6
Daemons within 12” of psyker have +1
AP1 hits.
invulnerable save and will nor scatter when
2 Mental Purge arriving via Deep Strike.
The psyker suffers 1 wound/glance with no 2 Dark Flame (Witchfire 1)
saves and forgets one random power.
Template S4 AP5 Assault 1, Soul Blaze,
3 Power Drain Torrent.
The psyker suffers 1 wound/glance with no 3 Infernal Gaze (Beam 1)
saves. Roll a d3 and remove that number of
R18” S3 AP4 Assault 1, Armourbane,
warp charge from both players.
Fleshbane
4 Psychic Backlash 4 Sacrifice (Conjuration 1, 12”)
The psyker suffers1 wound/glance with no May conjure 1x Herald with up to 30pts of
saves. upgrades. One friendly model within 6” of
5 Empyric Feedback (Ld test) psyker suffers a wound with no saves allowed.
Pass: no effect 5 Incursion (Conjuration 3, 12”)
Fail: 1 wound/glance with no saves.
May conjure 3x Bloodcrushers, 3x Screamers,
6 Warp Surge (Ld test) 3x Plague Drones or 3x Fiends.
Pass: Psyker gains a 3+ invulnerable save, 6 Possession (Conjuration 3, 6”)
Fleshbane, Armourbane and Smash until the
May conjure 1x Greater Daemon. Psyker (or
next friendly psychic phase.
psychic unit) is removed as a casualty. If the
Fail: 1 wound/glance with no saves.
psychic test is failed, psyker suffers a Perils of
the Warp.
SHOOTING PHASE
SHOOTING SEQUENCE (p30) WEAPON TYPES MOVING IN THE SHOOTING PHASE THROWING GRENADES (p180)
1 Nominate a unit to shoot. Ordnance Unit Type Distance Pg Type S AP Type
• Cannot fire Snap Shots.
2 Choose a target. Infantry, Artillery, Run D6” Assault 3 - Assault 1, Blast
• Can't fire other weapons that phase. (Vehicles
All models in the unit must shoot at the same Jump, Jetpack, MC,
may snap shot) Plasma 4 4 Assault 1, Blast
target. Beasts, Cavalry
• Two dice to penetrate and pick highest.
3 Select a weapon. Defensive 1 - Assault 1, Blast, Blind
Pistol FMC (Swooping) Run 2D6” 68
Most models may only fire a single weapon. All • Counts as a close combat weapon. Walkers Run D6” 68 Haywire 2 - Assault 1, Haywire
models firing the selected weapon are assumed • Any models with two pistols may fire both.
to shoot at the same time. Bikes TB 12” 63 Krak 6 4 Assault 1
Rapid Fire
4 Check range.
 Melta - - Cannot be thrown.
• May fire two shots within half range. Jetbikes TB 24” 63
Every model that wishes to shoot must be in
range of a visible enemy model in target unit. Salvo Eldar Jetbikes TB 36” 63 One model in a unit may throw a grenade 8”
• If moved, fires lower number at half range. instead of shooting another weapon.
5 Declare if the target is using Jink. Heavy Vehicles - n/a 88
• If stationary, fires greater number at full range.
DESTROYER ATTACK TABLE
6 Roll To Hit. Fast Vehicles FO 12” 88
Bombs
D6 Vehicle/Building Non-vehicle
7 Roll To Wound. • Fired in the movement phase, but counts as Fast Skimmers FO 18” 89
having fired one weapon that shooting phase, 1 Unharmed Unharmed
8 Declare if the target is using Go to Ground. and may not move Flat Out. Flyers (Zooming) FO 12-24” + Pur 84
• Firer must be Zooming or Swooping. 2-5 Penetrate D3 HP. Auto D3 wounds.
9 Divide wounding hits into Wound Pools.
 All other Vehicles FO 6” 72
• Nominate one unit the firer moved over, place
If some wounds have different rules (e.g 6 Penetrate D6+6 HP. Auto D6+6 wounds.
template and scatter D6”. Vehicles in squadrons declare individually to move
Rending), divide them into wound pools. All the No saves at all. No saves at all.
• Casualties are removed as per Barrage Flat Out. Everyone else declares as a unit.
wounds from a single pool must be allocated
weapons. Coherency must be maintained.
before moving to the next pool. INSTANT DEATH
• All bombs are One Use Only.
10 Allocate the first Wound
 An allocated wound which has a S value double
Primary Weapon
Allocate a wound to the closest model in the the T value gains the Instant Death rule. If a model
• Roll two dice to penetrate and pick the highest.
target unit. If two or more models are equally suffers an unsaved wound with Instant Death, it is
close, the owning player picks. Wounds can immediately reduced to 0 wounds.
WEAPON SPECIAL RULES
only be allocated to models in range of and
visible by at least one firing model. Blast
11 • To Hit, place 3” Blast with the hole over the
Roll for Look Out Sir!
target’s base/hull, within range.
12 Roll to save. • Blast scatters 2D6” minus the firer’s BS.
The model may take ONE saving throw. If • Models fully or partially under the marker are hit,
failed, a wound is suffered. If reduced to 0
wounds, remove the model as a casualty.
even if they are out of LOS.
• Re-rolls must re-roll both scatter and 2D6. VEHICLES
• Cannot be fired as Snap Shots
13 Allocate the next Wound. (step 10) • Large Blast uses the 5” marker. VEHICLES SHOOTING VEHICLE DAMAGE TABLE (p76)
14 Select another weapon (step 3) • Massive Blast uses the 7” marker.
• Apocalyptic Blast uses the 10” marker. Type Still Combat Cruising Pg 1-3 Crew Shaken:
SHOOTING TO HIT (p32) • Apocalyptic Megablast uses the 10” marker • Vehicle can only fire Snap Shots until the
Walker All All n/a 90
with different strengths for 5”, 7” and 10”. end of its next turn.
BS 1 2 3 4 5+ Fast All All 2 88
Barrage 4 Crew Stunned:
To Hit 6 5+ 4+ 3+ 2+ • As Blast, but cover and allocation is determined Heavy All All n/a 88 • As Shaken, plus cannot move/pivot.
from the centre of the marker. • Zooming Flyers must move 18” next turn
BS 6 or more: If the model has a BS of 6 or more,
• Vehicle hits are resolved against side armour. Flyer (Zoom) - 4 4 84 and cannot turn.
and rolls a 1 to hit, they may re-roll as below.
• Can fire indirectly at targets out of LOS. In this Other All 1 0 72 5 Weapon Destroyed:
BS 6 7 8 9 10 case, the scatter is a full 2D6”.
• One random weapon is destroyed.
• Multiple Barrage: Fire the closest weapon first • The table lists the number of weapons that can
Reroll 6 5+ 4+ 3+ 2+ • Includes upgrade weapons.
and determine location. Roll a scatter for each be fired at full BS - other weapons Snap Shot.
• Does not include out of ammunition
additional shot and place it touching the first • All vehicles have Relentless.
TO WOUND weapons.
marker in the correct direction. If a ‘Hit’ is rolled, • Line of Sight is checked along the barrel of
• If no weapons, count as Immobilised.
S/T 1 2 3 4 5 6 7 8 9 10 place it anywhere touching a current marker. weapon and range measured from its muzzle.
• Apocalyptic Barrage: Using the marker, scatter • Hull mounted weapons have a 45º arc of fire 6 Immobilised:
1 4+ 5+ 6+ 6+ - - - - - - the middle circle as normal. For each additional (22.5º both vertically & horizontally). • Cannot move or pivot any more.
shot the weapon has, roll to see which circle it • Vehicles can move and fire with Ordnance • Chariots count as Crew Stunned.
2 3+ 4+ 5+ 6+ 6+ - - - - -
lands in. weapons, but all other weapons only Snap Fire. • Zooming Flyers must roll 3+ to count as
3 2+ 3+ 4+ 5+ 6+ 6+ - - - - Crew Stunned, otherwise Crash and Burn.
Co-Axial FIRING FROM TRANSPORT VEHICLES • Additional Immobilised results remove a
4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - - • Must be fired at the same target as the main
Hull Point.
weapon. Fire the Co-Axial weapon first. If it hits Speed Moved Effect on Passengers
5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - at least once, the main weapon may re-roll failed 7+ Explodes:
Combat Speed Count as having moved
6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - To Hit rolls. • Vehicle is destroyed.
Cruising Speed Snap Shots only • Nearby units suffer S4AP- for each model
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ Destroyer:
• Roll To Hit as normal, then roll on the Destroyer within D6” of the hull.
Flat Out Cannot shoot
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ Table instead of rolling To Wound. • Remove the model.
• Assume S10 for Instant Death. • One model may fire from each Fire Point. • Zooming Flyers will Crash and Burn.
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
• Multiple wounds/hull points do not carry over to • Range and LoS measure from the Fire Point. • All glancing or penetrating hits remove 1 HP. If a
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ other models in the unit. • Beams or Templates won’t hit the vehicle! vehicle is reduced to 0HP, it is Wrecked and
• Passengers may shoot different targets to the stays in place, counting as Difficult Terrain.
Multiple Toughness - If the target unit has Template: vehicle itself. • Unless an effect specifically states that it
multiple toughness values, use the majority value. • Place the Template to cover as many enemy • Passengers are not considered to be on the removes a HP, it does not.
models in target unit as possible. It may not battlefield for any area effects, unless specified.
SAVING THROWS • Allocate hits rather than wounds to Vehicle
cover any friendly models at all, and never hits
Squadrons, starting with the closest, until that
the model firing it. Every model touched by the CATASTROPHIC DAMAGE
• Only one type of save be taken. vehicle is Wrecked or Explodes.
template is automatically hit.
• No save may ever be improved beyond 2+. D6 Result S AP • If a member of a Vehicle Squadron is
• Ignores Cover
• The saving player chooses which to use. Immobilised, the squadron may abandon it by
• Wall of Death: Cannot Snap Shot, but may still 1 Explosion D/4/2 2/4/6 moving out of coherency. Treat them as two
Armour Saves
 fire Overwatch. Auto D3 hits.
2-3 Devastating Exp D/8/4 2/3/5 separate units from then on.
These may be ignored by any weapon with an AP • No Escape: If template touches an open-topped
• AP2 weapons gain +1 to this table.
value equal or lower. vehicle or building, D6 hits are resolved on the 4-6 Titanic Exp D/10/5 2/3/4 • AP1 weapons gain +2 to this table.
embarked unit as well as any on the vehicle/
Invulnerable Saves
 • Crash and Burn: Scatter a large blast marker
building. Roll on this table immediately after a Super-heavy
The AP value of attacking weapons is irrelevant. 2D6” from the centre of the flyer. Units suffer
loses its last Hull Point. Remove the model, centre
Torrent: S6AP- hits equal to number of models under the
Cover Saves the Apocalyptic Megablast marker over it, and roll
• As Template, but the narrow end can be placed marker. Remove the Flyer from the battlefield.
If the model to which a wound is allocated is at for Scatter.
up to 12” away and the wide end no closer than
least 25% obscured from the view of at least one the narrow end. EFFECT OF DAMAGE ON PASSENGERS
firing model, it gets a cover save of 5+ unless VEHICLE UPGRADES (p98)
otherwise stated. Models can always shoot MOVING & FIRING Damage Effect on Passengers
Dozer Blade:
through their own unit without giving a save. • Treat front armour as +1 when ramming. Shaken, Stunned, Pass a Ld check or only fire
Type Effect of Moving Assault Pg • Re-roll Dangerous Terrain tests. Wpn Destroyed, Snap Shots in the next turn.
Intervening Models
If the model is partially obscured by intervening Assault No Effect Yes 41 Immobilised.
Extra Armour:
models from a third unit, it gets a 5+ cover save. • Counts Stunned as Shaken. Wrecked Disembark 3”, Pinning test
Heavy Snap Shots only No 41
For MC and GCs, 25% must be covered.
Ordnance Cannot shoot No 41 Hunter-killer Missile Wrecked S10AP2 hits equal to models
Obscured - R:Infinite S8 AP3 Heavy 1, One Use Only (Zooming Flyer - in the unit, placed where flyer
Vehicles have cover if 25% of the facing is Pistol No Effect Yes 42 Crash and Burn!) used to be, Pinning test.
obscured. If multiple facings are being targeted, Searchlight:
use multiple cover values. Simply being in ‘area’ Rapid Fire No Effect No 42 • After shooting may illuminate 1 enemy it shot at. Explodes S4AP- hits equal to models in
terrain doesn’t count. If the firing unit cannot see • If does so, it illuminates itself. the unit, placed where vehicle
Salvo Use Lower Value No 42
their correct facing at all, they may target another • Illuminated units have no benefit from Night used to be, Pinning test.
facing but at +1 cover. Primary No Effect Yes 42 Fighting until the end of their following turn.
Catastrophic S10AP2 hits equal to models
Go To Ground • Use the these rules if the model moved in the Smoke Launchers: Damage in the unit, placed where
The unit gains +1 cover save (or 6+ if in the open), most recent preceding movement phase. In the • Use once per game, instead of shooting or vehicle was, Pinning test.
but may not move, Run, Charge, fire Overwatch case of Overwatch, this would be the moving Flat Out.
• Obscured in the next enemy shooting phase (5+) • If any models can’t disembark (inc Emerg.
and can only fire Snap Shots. It returns to normal opponent’s phase.
• Can be fired if Shaken or Stunned. Disembarkation) they’re removed as casualties.
at the end of it's next turn. Vehicles and MCs may
• No Cover Saves against hits in this table
not Go To Ground.
ASSAULT PHASE
LOCKED IN COMBAT CHARGE DISTANCES (p201) ASSAULTING VEHICLES

• If a unit has one or more models in base contact Unit Type Charge Effect of Difficult Terrain on Charge Pg • All vehicles are WS1 (except Walkers and
with an enemy, the unit is locked in combat and Chariots). Immobilised vehicles are WS0.
Infantry 2D6” -2”
cannot move, Run, shoot or fire Overwatch. • All hits are resolved against rear armour.
• Other units cannot shoot at Locked units. Jump using 2D6”, RR -2”. If the charge starts/ends in this, take a Dangerous test. 65 • Vehicles cannot Charge, Pile In, consolidate,
• Blast markers and templates may not be sweeping advance, or be locked in combat
deliberately placed to hit locked models, but may Jump not using 2D6” -2” 65 (except Walkers and Chariots).
scatter onto them. • For combat results, count a Glancing hit as 1
Beasts 2D6” No Effect 67
• Locked models don’t take Morale or Pinning wound, and a Penetrating hit as 2.
checks from shooting and cannot go to ground. Cavalry 2D6” If the charge enters this, take a Dangerous test. 67 • If a vehicle loses the combat/destroyed, there
are no sweeping advances, pile ins or
CHARGE SUB-PHASE (p45) Bikes 2D6” If the charge enters this, take a Dangerous test. 63 consolidations.
Jetbikes 2D6” If the charge starts/ends in this, take a Dangerous test. 63 • Vehicles never take Morale or Ld checks.
1 Nominate a unit and pick a unit to Charge.
• Against Vehicle Squadrons, allocate hits instead
• Cannot declare a Charge against a unit it MC 2D6” No Effect 67 of wounds as per shooting.
cannot reach, or cannot see.
• If the unit fired in the Shooting phase, it can Artillery 2D6” -2” 64 CHALLENGES (p101)
only Charge that unit.
• If Shooting destroys a transport, a Charge Jet Pack using 2D6” If the charge starts/ends in this, take a Dangerous test. 66 Issuing Challenges
may be declared against the passengers. Jet Pack not using 2D6” -2" 66 - Player whose turn it is may nominate a
character to issue a challenge first.
2 Resolve Overwatch. Chariots 2D6” If the charge enters this, take a Dangerous test. 86 - Enemy may accept with any character.
• All shots are Snap Shots. Weapons that - If he refuses, the challenger may pick an enemy
cannot Snap Shot cannot fire. Walkers 2D6” -2" 90
character to not fight this phase. His unit cannot
• Vehicles cannot fire Overwatch, but embarked use his Ld this phase.
units can fire at units charging the vehicle. DETERMINING ASSAULT RESULTS (p52) MULTIPLE COMBATS (p54) - Units of one character cannot refuse.
• Overwatch fire cannot cause Morale or 1 Determine assault results. Multiple Charges
Pinning tests. Fighting Challenges
• The side that caused the most Wounds is the • Choose a Primary and Secondary target. - Once accepted, move the two characters into
• A unit being Charged may only fire Overwatch
winner. • If the unit shot, target of the shooting attack must
once per turn. base contact, or swap them with other models in
• If both sides suffer the same, it's a draw. be the Primary target.
• A unit may not fire if locked in assault. base contact.
• Wounds caused in excess of a models W • A unit declaring this is making a Disordered - The characters and the swapped models cannot
• A model may Overwatch with as many
characteristic don’t count. Charge, even if it ends up with no models
weapons as it could usually fire. Pile In this turn.
touching the Secondary. - Characters only fight each other, and may only
2 Loser takes Morale check.
3 Roll Charge range. • Both target units may fire Overwatch.
• -1 Ld for each Wound they lost the combat by. allocate wounds to each other.
• Standard range is 2D6”. • The ‘initial charging model’ is the closest model - No other model may allocate wounds to the
• If they fail, they Fall Back
• -2” if any model in the unit would move to the Primary target.
• Our Weapons Are Useless: If locked in characters until there is nobody else left to
through Difficult Terrain. • All other models must attempt to get in base
combat with an enemy it can’t hurt, a unit may allocate the wounds to (even if the challenger
• Dangerous Terrain still causes checks. contact with the Primary. If they can’t, then they
choose to fail this check. has already slain his opponent).
• Failed Charge: If the range is not enough, no may go into base contact with the Secondary. - Look Out Sir may not be used.
models are moved. 3 Winner must Sweeping Advance.
Charging into a Multiple Combat Ending Challenges
4 • Roll D6 and add Initiative.
Move initial charging model. • If charging two units who are already locked, the - Once one challenger is slain, any excess
• If the winner is higher or scores are equal, the
• Move the closest charging model first, into the Ini penalty for Difficult Terrain does not apply.
losing unit is wiped out. wounds can be allocated to his unit.
nearest enemy model by the shortest possible - If both survive, the challenge continues.
• If the loser is higher, it Falls Back. Fighting Multiple Combats
route. - Glorious Intervention: After the first round,
• Winning units that are still locked in combat • A model engaged with only one enemy unit must
• If killed by Dangerous Terrain, pick another
cannot Sweeping Advance. strike that unit. another character may swap places with a
initial Charger.
• A model engaged with two or more may split its friendly challenger by passing I test. (May only
4 End of combat Pile In. happen in that character’s turn)
5 Move the rest of the unit in any order. attacks freely between them before rolling To Hit.
• If the combat is still going all models Pile In.
• A charging model must end in coherency with
• The player whose turn it is goes first. Assault Results COMMON ASSAULT WEAPONS
a model in the unit that has already moved.
• If possible, must move into base contact with 5 • Total the number of Wounds inflicted per side.
Consolidate. Weapon S AP Type
an unengaged enemy. • Every unit on the losing side must take a Morale
• If the winning unit is now unengaged, it may
• If not, then in contact with an engaged enemy check with the same penalty. Chainfist x2 2 Armourbane,
consolidate d6”
as close as possible to an engaged friend. • If all the losing units fail or are destroyed, all the Unwieldy, Specialist
• Difficult Terrain has no effect, but Dangerous
• If not, then in coherency with engaged friend. winning units may Sweeping Advance. Weapon
Terrain does.
• If not, then just stay within coherency. • No Consolidation if winning a combat against
DISORDERED CHARGE Dread CCW x2 2 -
6 vehicles or buildings (even Walkers!).
Choose another charging unit.
In a disordered charge, models do not gain the Eviscerator x2 2 Armourbane,
• Once all units have charged, move to Fight. 6 Choose another combat and go back to Fight
+1A bonus for charging. Unwieldy, Two-
Sub-Phase.
FIGHT SUB-PHASE (p48) handed
GRENADES IN ASSAULT
ASSAULT TO HIT Hvy Chainsword +2 5 Two-handed
1 Choose a combat to resolve
• Player whose turn it is chooses the order. Type S AP Type
WS 1 2 3 4 5 6 7 8 9 10 Lightning Claw U 3 Shread, Specialist
2 Issue Challenges (see Characters) Plasma 4 4 Weapon
1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
3 Choose highest Initiative step. Haywire 2 - Haywire Power Axe +1 2 Unwieldy
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
• Starting from 10 and working down. Power Fist x2 2 Unwieldy, Specialist
3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ Krak 6 4
• Skip a step if no models have that I Weapon
• All models that Charged through Difficult Melta 8 1 Armourbane, Unwieldy
4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+
Terrain are at I1, unless they are charging a Power Lance +1 3 (on charge)
unit that has gone to ground or was already 5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+ • Grenades can only be used against Vehicles,
buildings, Gun Emplacements and Monstrous U 4 (after charge)
locked.
6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ Creatures.
4 Pile in. Power Maul +2 4 Concussive
• Any model may use a grenade as a Melee
7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+
• Models in this I step pile in 3” weapon, but only gets 1 Attack. Power Sword U 3 -
• First models pile in to get in base contact. 8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ • Models with Assault/Plasma grenades don't
• Then models pile in to get within 2” of an suffer the I penalty when charging through Thunder x2 2 Concussive,
engaged model (6” vertical). 9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ Difficult Terrain. Hammer Unwieldy, Specialist
• Then everyone else piles in. • If charging a unit with Defensive grenades, the Weapon
10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+
• The player whose turn it is piles in first. Chargers lose the +1A bonus, unless the unit is Witchblade U - Armourbane,
• Anyone who is in base contact with an enemy • Attacker WS is on the left, Defender’s is on top. locked or gone to ground. Fleshbane
model or within 2” of a friendly model who is • If the Defender has WS0 it’s an automatic hit.
(6” vertical) is engaged and can fight. STOMP ATTACKS • All weapons have the Melee type.
TO WOUND • Strength cannot be modified above 10. If it
5 Determine number of attacks. D6 Non-vehicle Vehicle would be higher, it counts as 10 for all purposes.
• Models in this step attack ‘A’ number of times. S/T 1 2 3 4 5 6 7 8 9 10
• +1 for charging. 1 Unharmed Unharmed
1 4+ 5+ 6+ 6+ - - - - - -
• +1 for having two Melee/Pistol weapons.
2-5 Each model under One vehicle under the
6 2 3+ 4+ 5+ 6+ 6+ - - - - - the marker suffers marker suffers a
Roll To Hit.
• Use average WS of target unit. 3 2+ 3+ 4+ 5+ 6+ 6+ - - - - S6AP4 hit. penetrating hit (Stomper
chooses)
7 Roll To Wound. 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - -
6 Each model under One vehicle scatters
8 Divide into Wound Pools. 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - the marker D6” and then Explodes.
• If some wounds have different rules or stats removed.
divide into wound pools. 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ -
• All the wounds from a single pool must be • A Stomp Attack is at I1 and in addition to any
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+
allocated before moving on. other attacks the model has.
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ • D3 Stomps. The first stomp must be touching
9 Allocate Wounds. the walker. Every other marker must be partially
• Wounds must be allocated to enemy models 9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ within 3” of the previous.
in base contact with a model attacking at that
10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ • Resolve Stomps one at a time.
initiative step. • Buildings, Flyers, Swooping FMCs, Gargantuan
• If there are no models left in base contact, Multiple Toughness - If the target unit has Creatures and Super-heavies cannot be
allocate to the closest model. multiple toughness values, use the majority value. Stomped.
• Roll Look Out Sir! for characters.
• The model may take a Saving Throw.
• If reduced to 0 wounds, remove.
10 Fight next Initiative step.
• Once all models have fought, move on to
Determining Assault Results.
UNIT TYPES
ARTILLERY (p64) JETPACK (p66) SKIMMERS (p89) OPEN-TOPPED VEHICLES (p88)

The Gun Jet Pack Movement Shooting


• The gun is a T7 W2 Sv3+ model. • May always choose to use their Jet Pack or • May move over friendly or enemy models, but • All passengers may shoot, measuring range and
• If all the crew are killed, remove the guns. move as normal models of their type. cannot end their move over either. If forced to, LoS from any point on the hull.
• You may never reallocate Look Out Sir wounds move it the minimum distance out of the way.
Movement Special Rules
to gun models. • May move over all models and terrain freely, but
• May move over all models and terrain freely, but • Assault Vehicle
• Ignore the guns for the purposes of Morale. One takes a Dangerous Terrain test if begins or ends
takes a Dangerous Terrain test if begins or ends • +1 to any rolls on it’s Damage Table.
crewman per gun is required to Fall Back - any the move in Difficult Terrain.
the move in Difficult Terrain.
guns without crew are abandoned. Artillery units • May be placed on Impassable Terrain if the
• May be placed on Impassable Terrain if the SUPER-HEAVY VEHICLES (p94)
always lose Sweeping Advances. model can balance, but counts as Dangerous.
model can balance, but counts as Dangerous. • Fast Skimmers can move Flat Out 18” Movement
Movement
Assault • May never use Jink.
• Must have one crewman per gun to move. Measuring
• Instead of charging, may make a Thrust move • When Tank Shocking, use the Thunderblitz table
• The base of a skimmer is ignored unless it is
Shooting 2D6”, even if they have shot or arrived from unless the enemy is a Super-heavy or
being Charged or Rammed, in which case
• One crewman within 2” of the gun can fire it Deep Strike that turn, treating terrain as they do Gargantuan Creature.
models may move in contact with its hull, its
instead of his weapon. Gun and crewman must in the Movement phase. • May transport multiple units.
base, or both.
both have LoS. Range is measured from the gun
Special Rules Shooting
muzzle. Damage
• Deep Strike, Bulky, Relentless. • May fire all weapons at different targets (declare
• Only the crew can benefit from Going To Ground. • If a skimmer is Immobilised or Wrecked, remove
all targets before firing anything).
the base if possible.
Assault JUMP (p65) • Firing Ordnance weapons has no effect on their
• As long as there are gun models, the unit cannot Special Rules ability to fire other weapons.
Jump Pack
Charge. Only the crew can Overwatch. No • Jink (unless it’s also Heavy or Immobilised). • Always counts as stationary.
• May choose to jump in either the Movement or
wounds may be allocated to the guns.
Assault phase, but not both. Damage
CHARIOTS (p86)
• Any effects from Shaken, Stunned, Immobilised
BEASTS (p67) Movement The Chariot or Weapon Destroyed are ignored (they still lose
• If uses Jump Pack in the Movement phase, may
Movement • Riders cannot disembark from chariots. the HP).
move up to 12”, and Fall Back 3D6”.
• May move up to 12” in Movement Phase, and • If either the rider or the chariot are destroyed, the • Immediately after losing its last HP, it suffers
• May move over all models and terrain freely, but
Fall Back 3D6”. whole model is removed. Catastrophic Damage.
takes a Dangerous Terrain test if begins or ends
• Not slowed by Difficult Terrain, and auto-pass • Additional crew and beasts are ignored.
the move in Difficult Terrain. Special Rules
Dangerous Terrain tests.
• May be placed on Impassable Terrain if the Shooting • Fear, Move Through Cover
Special Rules model can balance, but counts as Dangerous. • Chariot and rider use their own BS. • Invincible Behemoth: Any effect that Explodes
• Fleet. • Must both target the same unit. or removes from play the vehicle loses D3 HP
Assault • Rider always counts as stationary. instead. Attacks that permanently lower the AV
BIKES (p63) • If Jumps into assault, it can re-roll the Charge • The controlling player may allocate hits to either have no effect.
range and gains Hammer of Wrath. the rider or the chariot, unless it is a Precision
Movement
Special Rules: Shot. SUPER-HEAVY FLYERS (p97)
• May move up to 12” in Movement Phase, and
• Deep Strike, Bulky. • Blast and Template weapons are always
Fall Back 3D6”. Unit Type
allocated to the chariot.
• Not slowed by Difficult Terrain, but treat it as • Treat as Flyers which use Super-heavy rules for
FLYING MONSTROUS CREATURES (p68) • Rider may fire Overwatch.
Dangerous Terrain (also in Assault). Shooting, Damage & Transport.
• Bikes can turbo-boost 12” but cannot shoot, Flight Mode Assault Damage
Charge or execute any voluntary action • Can choose to Glide (count as Jump MC) or • May Charge and be Locked in combat. • Does not suffer Crash and Burn - treat as
afterwards.until the end of the turn. Swoop (use these rules). • May sweeping advance, pile in and consolidate Catastrophic Damage instead.
• When deployed on the table, it’s Gliding. unless they are Stunned.
Shooting
• If arriving from Deep Strike, it’s Swooping. • Chariots must take a Dangerous Terrain test Special Rules
• May fire one weapon for each rider model.
• If arriving from reserves or summoned, declare when charging through Difficult Terrain. • Fear, Invincible Behemoth.
Armoured Steed which as soon as it enters play. • Skimmer Chariots must take a Dangerous
• Bikes have +1T. Usually, this is included in their • Cannot Charge the turn it changes mode. Terrain test if they start or end their Charge move SUPER-HEAVY WALKERS (p96)
profile. in Difficult Terrain.
Movement Unit Type
• Cannot be Pinned or Go To Ground. • Chariots that fail a Dangerous Terrain test take a
• Must move 12” and can move up to 24” • Treat as Walkers which use Super-heavy rules
glancing hit.
Special Rules • May make a single 90º pivot at the start. for Shooting, Damage & Transport.
• A model must declare if attacking the rider or
• Jink, Hammer of Wrath, Relentless, Very Bulky. • May move over terrain as a Jump MC, and never chariot and all attacks must be directed at the Movement
takes Dangerous Terrain tests. same thing.
CAVALRY (p67) • May move 12” in the Movement phase.
• Models that can fit can move under it, and vice • Always use the rider’s WS • In difficult terrain, roll as for Walkers (Infantry) but
versa, but bases must always stay 1” apart. • Grenades may be used to attack the chariot.
Movement double the result of the highest dice roll to
• If it leaves the board, enters Ongoing Reserves. • Hits against the chariot are against front armour.
• May move up to 12” in Movement Phase, and determine how far the Super-Heavy may move.
Can’t do this the turn it arrives.
Fall Back 3D6”. Damage • May not fire Overwatch.
• Not slowed by Difficult Terrain, but treat it as Shooting • Chariots treat Immobilised results as Stunned. Assault
Dangerous Terrain (also in Assault). • May fire two weapons in the shooting phase, with
Special Rules • May make Stomp attacks.
their usual 360 arc.
Special Rules • Hammer of Wrath (D6 S6AP- hits).
• May elect to use Skyfire each phase. Special Rules
• Fleet, Hammer of Wrath. • Rider has Fearless and Relentless.
• Enemy units may only fire Snap Shots. • Fear, Hammer of Wrath, Move Through Cover,
• May Run 2d6” straight forwards. Relentless, Strikedown, Smash, Invincible
JETBIKES (p63) HEAVY VEHICLES (p88) Behemoth.
Grounded
Movement Movement
• If it takes an unsaved Wound in any phase, must
• May move up to 12” in Movement Phase, and • Cannot move faster than Combat Speed. FLYERS (p84)
take a Grounded test at the end of the Phase.
Fall Back 3D6”. • Cannot move Flat Out.
• Roll D6 - on a 1 or 2, it crashes and suffers a S9 Flight Mode
• May move over all models and terrain freely, but hit, no armour/cover saves. • Must Zoom (use these rules) unless it has Hover
takes a Dangerous Terrain test if begins or ends Shooting
• Grounded creatures are now Gliding, lose their (use rules for Fast Skimmers).
the move in Difficult Terrain. • Always counts as stationary, and thus may fire all
Jink save and cannot Jink this turn. • Declare mode before moving, disembarking or
• May be placed on Impassable Terrain if the weapons, unless it fired Ordnance.
arriving from reserves.
model can balance, but counts as Dangerous. Assault
FAST VEHICLES (p88) • Hovering Flyers may not switch to Zoom when
• Jetbikes can turbo-boost 24” but cannot shoot, • Can never Charge or be Charged. immobilised.
Charge or execute any voluntary action • Can never Fall Back. Movement
afterwards.until the end of the turn. • Can never be Tank Shocked. Movement
• May move 12” when moving Flat Out.
• Combat Speed is exactly 18” in a straight line. If
Shooting Special Rules Shooting forced to move less, it is Wrecked. Cruising
• May fire one weapon for each rider model. • Fear, Hammer of Wrath, Move Through Cover, • Can fire all weapons at full BS when moving at Speed is up to 36” in a straight line.
Relentless, Smash, Jink, Vector Strike, Deep Combat speed, and two when Cruising.
Armoured Steed • May make a single 90º pivot at the start.
Strike.
• Jetbikes have +1T. Usually, this is included in • May move over terrain as a Skimmer, and never
their profile. WALKERS (p90) takes Dangerous Terrain tests.
GARGANTUAN CREATURES (p70)
• Cannot be Pinned or Go To Ground. • Models that can fit can move under it, and vice
Movement
Monstrous versa, but bases must always stay 1” apart.
Special Rules • Use the rules for Infantry.
• Gargantuan Creatures use all the rules for MCs • Models cannot disembark or embark if Zooming.
• Jink, Hammer of Wrath, Relentless, Very Bulky. • May Run, Charge and be Locked.
or FMCs with these additions. • Leaving Combat Airspace: Zooming flyers may
• If fails a Dangerous Terrain test, a Walker is
Eldar Jetbikes leave the board into Ongoing Reserves. When it
Movement Immobilised.
• May turbo-boost 36”. If they do not, they may arrives back it must be Zooming. Cannot do this
• Gargantuan Creatures may move 12”. Shooting on the turn it arrives.
move 2d6” in the assault phase, even if they • In Difficult Terrain, roll dice and double the • Walkers cannot Run if Stunned or Immobilised. • May never Tank Shock or Ram.
have shot or arrived from Deep Strike that turn, highest result to determine the maximum. • Can move and fire all weapons.
treating terrain as they do in the Movement Shooting
phase. Shooting • May fire Overwatch, even if the enemy is not in
• May fire four weapons, at full BS.
• May fire all weapons at different targets (declare their current weapon arc (unless Immobilised).
• May elect to use Skyfire each phase. In DFTS,
MONSTROUS CREATURES (p67) all targets before firing anything). Assault only Fighters may do this, and have -1 BS
• Firing Ordnance weapons has no effect on their • Hits against Walkers are always against front against ground targets. Other flyers do not have
Shooting
ability to fire other weapons. armour unless it is Immobilised. Skyfire unless the weapon does.
• May fire two weapons in the shooting phase.
• May not fire Overwatch. • If armed with 2+ Melee weapons it gets +1A for • Enemy units may only fire Snap Shots.
• May never Go to Ground.
Special Rules each weapon after the first. If a weapon is • Flyers may never make use of cover.
Special Rules destroyed, it loses the attack. • Flat Out moves are straight line 12-24” + Pursuit
• Fear, Fearless, Feel no Pain, Hammer of Wrath,
• Fear, Hammer of Wrath, Move Through Cover, • May sweeping advance, pile in and consolidate • Crew Stunned means Pursuit 0 and Agility 0
Move Through Cover, Relentless, Smash,
Relentless, Smash. unless they are Stunned or Immobilised.
Strikedown, Vector Strike (FGC).
• -1A if Stunned or Immobilised. Shaken has no Assault
• May make Stomp attacks as Super Heavy
effect. • Can never be Charged.
Walkers. • Can never be Tank Shocked or Rammed.
• Attacks with Sniper or Poisoned only wound on a Special Rules
6 (unless S is high). Special Rules
• Hammer of Wrath.
• Attacks that inflict Instant Death or remove a • Jink.
model inflict D3 wounds. • Must begin the game in reserves.
• May only be repaired by embarked unit.
SPECIAL RULES
Rule Effect Rule Effect

Acute Senses (C) - If the unit arrives on a random table edge, you may re-roll the dice to determine Outflank (C) - May arrive from Reserve via Outflank - see Reserves section.
the edge. - If deployed inside a dedicated transport, the transport gains Outflank.
Adamantium Will (C) - +1 bonus to Deny the Witch rolls. Pinning - If suffers an unsaved wound from this weapon, must take a Ld test or Go to
Ground (which does NOT protect it from the fire of this weapon).
Air-to-Air - This weapon may only be used against Flyers or Fast Skimmers. - A unit can take multiple tests per turn, but only one per unit firing.
And They Shall - The unit automatically passes Fear and Regroup tests. - If immune to Pinning, the unit may still choose to Go to Ground.
Know No Fear (C) - When regrouping, can act normally that turn. - Weapon always wounds on a fixed number (default 4+).
Poisoned
- If caught by Sweeping Advance, are not destroyed but locked instead. - In assault, if S is higher than targets T, may re-roll To Wound.
Agile (FW) - +1 to Jink cover saves. Power of the - May fire one more weapon than normal at full BS. This can be at a different unit.
Armourbane - Rolls an additional D6 for armour penetration. Machine Spirit - May not be used if moves Flat Out or fires Smoke Launchers.
- Counts in assault if the model OR weapon has the rule. In Shooting, the weapon - On 6 To Hit, the firer can allocate to any model in the unit in range/LOS.
Precision Shots
must have the rule. - Snap Shots, or weapons that do not roll To Hit, cannot be Precision.
Assault Vehicle - Passengers disembarking can Charge, unless they arrived from reserve. - On 6 To Hit in Melee, the attacker can allocate to any engaged model.
Precision Strike
Blind - A unit hit must take an I test at the end of the phase. If failed, it is WS1 and BS1 - Unit re-rolls failed To Hit and To Wound rolls of 1 against that enemy.
Preferred Enemy (C)
until the end of its next turn.
- The attacking unit cannot be affected. Psychic Pilot - Vehicle is a Psyker, with an assumed Ld of 10.
Brotherhood of - Unit is a Psyker with a default Mastery of 1. Rage - When charging, gains +2A rather than +1.
Psykers (C) - Can use any model with this rule to measure LoS, range or statistics. - Does not work if the model is making a disordered Charge.
- If suffers Perils of the Warp or attacks that target psykers, randomise.
Rampage - Model gains +D3A if the assault contains more enemies than friends, counting
Bulky - Counts as two models for the purposes of Transport Capacity. all models locked in the combat. Roll once for all models.
- Very Bulky counts as three models. - Does not work if the model is making a disordered Charge.
- Extremely Bulky counts as four models.
Relentless - Counts as stationary when firing Heavy, Salvo or Ordnance weapons.
Concussive - A model that suffers an unsaved wound is reduced to Initiative 1 until the end of - May Charge after firing the above or Rapid Fire weapons.
the next assault phase.
Rending - For each To Wound of 6, automatically wound at AP2.
Counter-attack (C) - When Charged, every model with this rule gets +1A unless they were already - Against vehicles, each 6 adds an additional D3 to the AP roll (not AP2)
locked in combat.
Repel the Enemy - Models disembarking this building may Charge the same turn.
Crusader (C) - Unit rolls an extra dice when making Run moves, and picks the highest.
- Unit may add D3 to its Sweeping Advance totals. Sentry Defence - Building can use automated fire against enemies even if unoccupied.
System - Enemy units can shoot/Charge this building even if unoccupied.
Daemon - Models have a 5+ invulnerable save and cause Fear.
Shred - May re-roll To Wound rolls.
Deep Strike - May arrive from reserve via Deep Strike - see Reserves section - Counts in assault if the model OR weapon has the rule. In Shooting, the weapon
- Cannot be conferred to transport vehicles, though transports with Deep Strike do must have the rule.
not lose it if the embarked unit does not have it.
Shrouded (C) - Unit gains +2 to cover saves, or a 5+ save in the open.
Eternal Warrior - Instant Death only reduces this model’s wounds by 1.
Skilled Rider (C) - Unit automatically passes Dangerous Terrain and has +1 to Jink saves.
Fear - At the start of the Fight phase, a unit in contact with a model that causes Fear
Skyfire - Uses normal BS against Flyers, FMCs and Skimmers.
must take a Ld test. If failed, it is WS1 that phase.
- Models causing Fear are not immune to Fear. Both units check. - May only Snap Shot at other targets.
- Unit automatically passes Fear, Pinning, Regroup and Morale checks. Slow & Purposeful - As Relentless, but can’t Run, TB, FO, Sweeping Advance or Overwatch.
Fearless (C)
- Unit cannot Go to Ground and cannot use Our Weapons Are Useless. (C)

Feel no Pain - May make a FnP roll to avoid each wound (default 5+, maximum 2+). Smash - All close combat attacks are AP2.
- Does not work against Destroyer or Instant Death wounds. - May swap all attacks for a single Smash at x2S and re-roll AP.
Fleet - A unit composed entirely of models with this can re-roll one or more of the dice Sniper - The model gains Precision Shot.
when rolling for Run or Charge ranges. - Always rolls To Wound on a 4+, and a wound rolls of a 6 is AP2.
- Against vehicles, it counts as S4.
Fleshbane - Always wounds on a 2+.
- Counts in assault if the model OR weapon has the rule. In Shooting, the weapon Soul Blaze - If a unit takes an unsaved wound from this weapon, it is on fire.
- At the end of each turn, roll D6. On 4+, unit suffers D3 S4AP5 hits with Ignores
must have the rule.
Cover, randomly allocated.
Furious Charge - If model Charges, it has +1S until the end of the phase. - On a 1-3, the flames die out.
- Cannot be used if the model makes a Disordered Charge.
Specialist Weapon - Does not receive +1A for two Melee weapons unless both have this rule.
Gets Hot - If To Hit roll is 1, model takes a wound with no Look out Sir / cover save.
- For weapons with no To Hit, roll D6 before firing: 1 causes Gets Hot.
- For re-rolls, only counts if the re-roll is a 1. Split Fire (C) - One model in the unit may fire at a different target.
- If vehicles Get Hot, they suffer a glance on a D6 roll of 1, 2 or 3. - Can’t be a unit forced to disembark because of the unit’s other attacks!
Graviton - The roll To Wound is always equal to the target’s armour save (min 6+). Stealth (C) - Unit gains +1 to cover saves, or a 6+ save in the open.
- When firing against a vehicle, roll a D6. On a roll of a 6, the target is Immobilised Strafing Run - When shooting Rapid Fire, Heavy, Assault, or Salvo weapons at Infantry,
and loses a Hull Point. This has no effect on buildings. Beasts, Cavalry, Bikes, MCs or vehicles without Flyer or Skimmer, the firer has
- If the model Charges into base contact, it makes a single attack at base S at I10. +1BS.
Hammer of Wrath
This attack does not benefit from other special rules. Strikedown - Non-vehicles suffering a wound move as if in Difficult Terrain next turn.
- Against Walkers, use from AV. If immobilised, use the AV of the facing charged.
Stubborn (C) - Unit uses unmodified Ld for Morale or Pinning checks.
Hatred - Re-roll all failed To Hit rolls in the first round of assault.
Supersonic - If moving Flat Out, must move between 18” and 36”.
Haywire - Instead of rolling for AP, roll a D6.
- 1: No effect, 2-5: Glancing hit, 6: Penetrating hit Swarms - When wounded from a Blast or Template weapon, counts as 2 wounds unless it
would inflict Instant Death anyway.
Hit & Run (C) - Unit may leave combat at the end of an Assault phase by passing I test. - Units composed entirely of Swarms ignore Difficult Terrain but take Dangerous
- If passed, choose a direction, then roll 3D6. If sufficient to move more than 1” Terrain tests as normal.
away from every enemy, the unit breaks away. - When allocating wounds, if two models could be closest, the swarm which has
- The other unit may only consolidate. already taken wounds is always hurt first.
- Not slowed by Difficult Terrain, but may suffer Dangerous Terrain tests.
- If two units have this, roll off to see who gets to go first. Tank Hunters (C) - Re-rolls failed AP rolls against vehicles and can re-roll glancing hits.
Ignores Cover - Cover saves may not be taken against this weapon Twin-linked - Weapon re-rolls failed To Hit rolls.
- Blast weapons must re-roll both the 2D6 and the scatter dice.
Instant Death - If a model suffers an unsaved wound with Instant Death, it is immediately - Template weapons re-roll failed To Wound or Armour Penetration rolls.
reduced to 0 wounds.
Two-handed - Model may never receive +1A for fighting with two Melee weapons.
Interceptor - At the end of enemy Movement, this weapon can fire at any one unit that has
arrived from reserve, but cannot be fired in the next turn. Unwieldy - Model piles in and fights at I1 unless it is a Walker or MC.
It Will Not Die - At the end of the turn, the model regains a lost W/HP on a 5+. Vector Dancer - May make an extra 90º pivot at the end of the move but cannot then move Flat
Out.
Jink - Declare before To Hit rolls are made. If used, any model with Jink in the unit
gains a 4+ cover save but may only fire Snap Shots next turn. Vector Strike - When Swooping or Zooming, may attack one unenegaged enemy unit it moved
over that turn.
Lance - Counts armour values higher than 12 as 12. - Unit takes 1 hit at unmodified S and AP2, Ignores Cover, randomly allocated (D3
- This weapon can re-roll one failed To Hit roll per turn. hits against Zooming Flyers or Swooping FMCs). Against vehicles, this is on the
Master-crafted
side armour.
Melta - Roll an additional D6 for armour penetration if at half range or less. - This attack cannot be upgraded by other special rules.
- If Blast, use the distance the maker ends up after scattering. - Counts as having fired one weapon in the following Shooting phase, but can
shoot against a different target.
Mighty Bulwark - If this building suffers a penetrating hit, -1 to the damage table roll.
Vortex - This weapon is a Destroyer weapon with the shot coming from the centre of the
Missile Lock - Re-roll failed To Hit rolls when using One Use Only weapons.
blast marker (as for Barrage).
- Only scatter D6” when using One Use Only Blast weapons. - The marker remains in play, is Impassable Terrain, and scatters 2D6” at the start
Monster Hunter (C) - Unit re-rolls failed To Wound rolls against Monstrous Creatures. of each player turn. Remove the marker on a double.
- Any unit under the marker’s new location is hit.
Move Through - Roll an extra D6 and pick the highest in Difficult Terrain.
Cover (C) - Automatically passes Dangerous Terrain tests. Zealot (C) - Unit automatically passes Fear, Pinning, Regroup and Morale checks.
- Not slowed when charging through Difficult Terrain. - Unit cannot Go to Ground and cannot use Our Weapons Are Useless.
- Re-rolls To Hit rolls in the first round of assault.
Night Vision (C) - Ignores the effects of Night Fighting.
CONFERRED - Special rules marked with a (C) are conferred - they only require one model in the unit to
One Use/Shot Only - This weapon may only be used once during the game. have the special rule for the whole unit to benefit from it.

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