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7th Ed Special Rules

The document outlines special rules for various units in the game. It covers rules for vehicles like dozer blades and smoke launchers. Movement rules are specified for different unit types like scout, relentless, and jump packs. Shooting rules cover ordnance, blast, and sniper weapons. Combat rules cover charges, challenges, and sweeping advances. Moral rules specify when tests are required and the effects of falling back and regrouping.

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Elliot Woodcraft
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0% found this document useful (0 votes)
763 views2 pages

7th Ed Special Rules

The document outlines special rules for various units in the game. It covers rules for vehicles like dozer blades and smoke launchers. Movement rules are specified for different unit types like scout, relentless, and jump packs. Shooting rules cover ordnance, blast, and sniper weapons. Combat rules cover charges, challenges, and sweeping advances. Moral rules specify when tests are required and the effects of falling back and regrouping.

Uploaded by

Elliot Woodcraft
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as DOCX, PDF, TXT or read online on Scribd
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Special Rules

General Vehicle Info:

 Dozer Blade – Front armour +1, re-roll dangerous terrain test if failed
 Extra Armour – Crew shaken instead of crew stunned
 Searchlight – ignores night fighting rules for itself and one unit after it has shot
 Smoke Launchers – Once per game, instead of shooting or flat-out, 5+ cover
 Open Topped – Passengers can shoot from anywhere on the vehicle, not just fire points
 Assault Vehicle – units can charge from a vehicle which they disembarked, even if destroyed
 Heavy Vehicles – can never move beyond combat and can never flat out
 Fast Vehicles – move up to 12” when flat out
 Bikes / Jet bikes – HoW, Jink, Relentless and Very Bulky. Move up to 12”. Bikes treat DiffT as
DangT. Bikes can boost move up to 12”, jet bikes can boost move up to 24”
 Walkers – move 6”, move like infantry and are immobilised if fail DangT test – all walkers have
hammer of wrath, can charge
 Super Heavy – instead of standard explode, loses D3+1 H. Also ignores standard VDT results.
After loses last HP, Catastrophic Explosion (202)
 Tank Shock– pivot before movement, must move up to combat speed, must move straight,
cannot do to enemies locked in combat, enemy unit (other than vehicle) must take a moral check
and fall back if it fails. Anyone who ends up under the vehicle must move shortest distance
leaving a 1” gap. Anyone who cannot are crushed with no saves.

Movement:

 Scout – Redeploy unit 12” away from where it is at end of deployment, unless walker, artillery or
monstrous, then it’s 6”.
 Relentless – Can shoot heavy, salvo or ordnance weapons as if they did not move. Can also
charged same turn they shot them
 Shrouded – Always 2+ to cover
 Outflank – Arrives standard reserves. 1-2 = left, 3-4 = right, 5-6 = choose either table edge
 Acute Senses – Can re-roll outflank
 Bulky, Very Bulky, Extremely Bulky – 2 slots, 3 slots, 5 slots
 Deep Strike – all difficult terrain is dangerous instead + cannot charge
 Furious Charge - +1 strength on charge, but not multi-charge
 Hammer Of Wrath (HoW) – On charge, if base contact, 1 automatic hit with no AP.
 Interceptor – Can shoot an enemy unit that just arrived from Reserves but not again in the
shooting phase.
 Jink – when shot at (before any rolls) gains 4+ cover until next movement but can only fire snap-
shots
 Move Through Cover – extra D6 to roll when moving through difficult terrain. Auto pass
dangerous terrain rolls.
 Infantry – Move 6”
 Jump Pack – re-roll charge distance, gets HoW on the charge. Have deep strike, bulky and fall
back 3D6”
 Cavalry – move 12”, treat DiffT as DangT, fall back 3d6”, have Fleet and HoW
 Vehicles – Combat Speed = 6”, fire 1 weapon using standard BS, snap shot the rest, Cruising
Speed = 12”, all snap shots. Have Relentless. Cannot overwatch, cannot charge, have WS 1
 Repel the Enemy – can charge after disembark

Shooting:
 Look out sir! – Non-vehicle character, unit within 6” roll D6, 4+ wound is allocated to that unit
instead.
 Ordnance – Cannot fire snap shots, roll 2D6 when rolling VDT and pick highest (202) can only fire
snap-shots with other weapons on vehicle
 Blast – cannot fire snap-shots
 Assault – can shoot and charge (and pistols) unit shot at
 Sniper – roll of 6 to hit is ‘precision shot’, you can choose specifically which model in a unit is hit.
Snap shots can never be PS
 Destroyer (D) – roll to hit, then D attack table (200)
 Rending – 6 to wound, automatic wound at AP2. If against vehicle, AP roll of 6 add D3 at AP of
weapon/model.
 Shred – re-roll failed wound rolls
 Unwieldy – Has Initiative of 1, unless monstrous creature or walker
 Fear – must lake leadership test if in base contact with a model with this rule, if failed WS is 1 for
rest of fight phase. Models with fear also can be fearful
 Fearless – auto pass pinning, fear, regroup and morale. Cannot go to ground
 Eternal Warrior – Instant Death = 1 lost wound instead
 Feel no Pain – 5+ wound is ignored

Combat:

 Charging Through Difficult Terrain - -2 to charge and Initiative 1


 Charging Through Dangerous Terrain – Same above but takes DT test
 Charging Gone to Ground Units – ignore Initiative restriction
 Charging – +1 attack, as well as +1 if with two single handed weapons, cannot use on MC
 Rage - +2 on charge instead of +1, cannot use on MC
 Counter Attack – if charged, gets +1 attack
 Rampage – gains +D3 attacks if more enemy models in combat than friendly, cannot use on MC
 Challenge – Only one per close combat, choose a character to challenge an enemy character
(can’t be specific enemy). If refused, cannot use that character’s leadership and cannot attack.
Cannot use look out sir. Unresolved wounds of a challenge go to closest enemy
 Crusader – unit with at least one in, roll extra dice when running and choose highest.
 Sweeping Advance – each player rolls 1D6. Add initiative to result. If victor is successful, unit is
destroyed. If fleeing is successful, escapes unscathed
 Consolidate – victor (if enemy units are dead or falling back) moves D6 inches in any direction,
must remain 1” away from enemy models

Moral:

 When to Test – a unit loses 25% or more of their starting numbers in a single phase. Loss = fall
back.
 Falling Back – 2D6”, not slowed by DiffT but normal DangT. Moves directly to their closest table
edge. If any model in the unit meets the table edge, unit is destroyed. Bikes and jet bikes fall
back 3D6”
 Regrouping – if at least 25% of the units are still alive or if has independent character, then
leadership test is taken. If passed, move 3”, if failed, continue to fall back.

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