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Custom40k Core Rules

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0% found this document useful (0 votes)
40 views41 pages

Custom40k Core Rules

Uploaded by

aaronschies31
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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Custom40k Core Rules

Rules version 1.103, Balance version 5.01

The battle round


1. Rally phase
2. Reinforcement phase
3. Command phase
Meta orders
4. Initiative phase
5. Action phase
Movement
Resolving attacks
Line of sight
Ranged combat
Melee combat
Mixed units
Cover
Abstract terrain zones
Concrete terrain zones
Obstacles
Obscuring terrain/units
Terrain
Normal terrain
Difficult terrain
Dangerous terrain
Profile values
Modifying profile values
Profile value tests
Unit types
Infantry
Bike
Character model
Jet bike
Jump pack infantry
Monstrous creature
Monstrous infantry
Walker
Vehicles
Flyers
Psychic powers
Casting
Perils of the Warp
Dispel
Duration of psychic powers
Psychic powers in melee
General psychic disciplines
Prayers, Hymns and Invocations
Special rules
Objective secured!
Weapon types
Weapon properties
Army organisation
Small games
Army rules
Allies
Setting up units
Supplements
Escalation
Missions
Planetary Assault
FAQ

The battle round

Custom40k is played in a series of 5 battle rounds. Each battle round consists of different phases in
which both players sometimes act simultaneously. The order of who goes first is re-rolled each
round.

A battle round consists of the following phases:

1. Rally phase
Fleeing or pinned units may attempt to rally.

2. Reinforcement phase
Units held in reserve attempt to reach the battlefield.

3. Command phase
Both players place orders for all units face down.

4. Initiative phase
Determine who activates the first unit this battle round.

5. Action phase
Players take turns activating their units and carrying out the orders placed in the Command phase.
1. Rally phase

Leadership test
Both players take a leadership test for each of their units that are currently having at least one
Battleshock token.

To pass the test, 2D6 are rolled. If the result is equal to or lower than the unit's Leadership, it loses all
Battleshock tokens and can receive orders in the Command Phase and act normally in the Action
Phase.

If the test fails, the unit retains its Battleshock tokens and behaves as follows for the remainder of
the combat round:

Pinned - One Battleshock token


The unit takes a –1 penalty on hit rolls (ranged and melee) and halves its profile movement value.
Additionally, it may not receive a Charge bonus or any other benefit from equipment and special
rules for using a Charge order. It can receive orders in the following Command phase.

Fleeing - Two Battleshock tokens


The unit immediately moves D6+6” toward the closest friendly edge of the board, ignoring enemy
units in its way if there is no other possible path. It cannot receive orders in the following Command
phase and counts as already being activated in all regards. Fleeing units ignore the movement
penalty from difficult or dangerous terrain.

If the unit gets into close combat again in the same battle round, it cannot defend itself and
automatically loses, regardless of the actual combat result. Instead of fleeing a second time, it will
remain in place.

2. Reinforcement phase
As long as there is at least one unit in reserve, the controlling player may now roll a number of dice
equal to the combat round. For each 4, 5, or 6 rolled, one unit appears from the reserve*. This
means that in the following Command phase, it can receive an “Advance” or “Move & Shoot” order
and can enter the battlefield from its own edges.

Beginning with the third round of combat, one unit automatically appears from the reserve in
addition to the result rolled, if the player is rolling at all.

Battle round Reinforcement dice/die


1 1D6

2 2D6

3 3D6 + 1 unit appears automatically

4 4D6 + 2 unit appears automatically

5 5D6 + 3 unit appears automatically

* Transport vehicles and units within them only require a single 4+ to arrive from reserve and are
deployed together. The same applies to character models that have joined a unit.

3. Command phase
All units currently on the field, or appearing as reinforcements this turn, receive an order to carry out
in the upcoming Action phase.

Orders are represented in the form of cards or tokens and placed face down next to the unit from the
enemy.

The orders and the corresponding effects on the units are as follows:

Advance
- Can only be chosen if the unit is not engaged in melee combat at the start of the battle
round.
- The unit may move as far as indicated on its profile.
- May move an additional 1D6”.
- Must remain at least 1” away from any enemy models.
- May only fire Assault, Pistol or Grenade-type weapons.
- Takes a –1 penalty on ranged hit rolls.
- At any time during its activation, the unit may cast “basic” psychic powers and prayers.

Charge
- Can only be chosen if the unit is not engaged in melee combat at the start of the battle
round.
- The unit may move as far as indicated on its profile, to a maximum of 12”.
- May fire Assault, Pistol, and Grenade weapons at a –1 penalty on hit rolls.
- May declare any number of enemy units as targets for the charge.
- Targeted enemy units may select a “Defensive reaction” if they have not yet resolved their
own order in that Action phase.
- If the unit can move within attack range with at least one visible and targeted enemy unit
with a further 6” move (= charge move), it must do so and immediately resolves the Fight
order.
- All models in the attacking unit may get +1 additional Attacks or +1 Initiative for the current
turn as their Charge bonus.
- It may not move into attack range with units that are not targeted for the attack.
- As many models as possible must be placed in direct base contact with enemy models.
- At any time during its activation, the unit may cast “basic” psychic powers and prayers.

Escape
- Can only be chosen if the unit is already engaged in melee combat at the start of the combat
round.
- Receives an automatic hit from all enemy models that are within attack range.
- Immediately moves D6+6” toward the nearest edge of its own board.
- Receives the status “Fleeing” (= two Battleshock tokens).

Fight
- Can only be chosen if the unit is already engaged in melee combat at the start of the battle
round.
- All units participating in this melee (both friendly and enemy) have their orders removed.
- All units participating in this melee (both friendly and enemy) resolve the melee as if they
had received a Fight order.
- All melee weapons can be used. If a unit does not have an explicit melee weapon, it uses the
strength value from its profile with AP:0 and D:1.
- At any time during the activation at its own initiative step, the unit may cast “basic” psychic
powers and prayers.

Move & Shoot


- Can only be chosen if the unit is not engaged in melee combat at the start of the battle
round.
- The unit may move as far as indicated on its profile.
- After movement, the unit may fire any ranged weapon except the Heavy type.
- At any time during its activation, the unit may cast “basic” and “normal” psychic powers and
prayers.

Stand & Shoot


- Can only be chosen if the unit is not engaged in melee combat at the start of the battle
round.
- The unit cannot move.
- May fire any type of ranged weapon, including Heavy weapons.
- Reduces the total to hit penalty from cover, enemy equipment and enemy special rules by 1.
- At any time during its activation, the unit may cast “basic”, “normal”, and “complex” psychic
powers and prayers.

Meta orders
Meta orders are not assigned during the Command phase. Instead they will come up in certain
situations to replace the unit’s original order.
Defensive reactions
Any eligible unit may select one of the following Defensive reactions:

Defensive fire
- Instead of using their assigned order, a unit may use “Defensive Fire”, if they are the target of
a Charge order.
- All models in the unit can fire their ranged weapons at the charging enemy unit with a –1
penalty on hit rolls.
- Casualties from defensive fire do not trigger tests for suppression or below half target
strength.
- At any time, a model can manifest psychic powers, recite prayers and use similar abilities as if
it had chosen the command “Move & Shoot”.
- If multiple units are targeted for attack by an enemy unit at the same time, the owning
player must decide how many units should provide Defensive fire. It is not allowed to change
the decision after a unit has given Defensive fire.

Hold your ground


- Instead of using their assigned order, a unit may use “Hold your ground”, if they are the
target of a Charge order.
- The attacking unit does not benefit from its Charge bonus against this unit.

Doing nothing
While every unit needs to get an order token during the respective phase and needs to get activated
before a battle round can end, unless stated otherwise, no unit is forced to do any part of the order.
For example, a unit with the order “Move & Shoot” does not have to actually move before shooting,
or doesn’t have to shoot after moving if you don’t want to.

Skip
After both players have placed an order facedown for all units, compare the number of order tokens.
For every two markers difference, the player with fewer orders gets a Skip marker.

Instead of activating a unit, a Skip marker can be spent to skip the activation. Note that after passing
once, a player must activate a unit.

4. Initiative phase
Both players roll 2D6. The player with the higher result gets the initiative for that battle round and
activates the first unit in the following action phase.

In case of a draw, initiative goes to the player who did not have it in the round prior.

If this is the first round of combat, the player who finished deploying their units first wins on a draw.
5. Action phase
Beginning with the player who has gained initiative for that battle round, each player activates one
unit at a time and carries out the order placed for the unit.

If a player has no more units to activate, he automatically passes.

When both players have activated all units, this round of combat ends and a new round begins with
the gathering phase.

As a general rule, each unit can only perform any type of action once per turn unless specifically
allowed by a rule. This includes, for example, movement, shooting, close combat and flight.

Movement

In order to move, a unit must have received an order to move, see Command Phase.

A unit can move horizontally as far as its movement profile value specifies.
Vertical movement is a flat 3” per floor of the building.

A vertical movement is always involved if the terrain piece represents a slope, a cliff, a high wall or a
change of level on which a model cannot be placed (e.g. a staircase or ladder).

At the end of its movement, the unit must be “in formation”. This means that no model in the unit
can be more than 2” from another model in the same unit.

An exception to this is melee. As long as a unit is engaged in close combat, it does not have to
maintain a formation. Once it leaves melee, the unit must move as far as possible to bring as many
models back into formation.

Models can move through friendly units if they are creatures. Vehicles must always be bypassed.
Models must keep a distance of 1" from all enemy models*.

Note that units with different movement profiles always use the profile that is worst for them. For
example, if a character model in terminator armor has joined a normal infantry unit, it cannot
advance or pursue opponents in close combat, since the terminator armor has the “Unyielding”
special rule and these actions are explicitly excluded.

*Either the base or the lowest point of the vehicle chassis counts.


Resolving attacks

Line of sight
Lines of sight are determined differently depending on whether it is a creature or a vehicle.

Creatures
A creature's entire body is used to draw outgoing and incoming lines of sight. Weapons and
equipment (e.g. wings or jump packs) are ignored and treated as air.

Vehicles
The entire hull/silhouette including weapons is used for outgoing and incoming sightlines. Equipment
such as searchlights, banners or bulldozer blades are ignored and treated as air.

Ranged combat
To be able to use ranged weapons, a unit must have received an appropriate order, see Weapon
Types.

If a unit wants to fire its ranged weapons, proceed as follows:


- Choose targets for all weapons before resolving an attack.
- At least one model in the target unit must be visible to the attacking model and within range
of the attacking weapon.
- When a unit targets multiple units, all attacks against one unit must be resolved before
resolving attacks against the next unit.
- When a unit fires with multiple weapons, all attacks with weapons that have the same profile
must be resolved before the attacks with the next weapon are resolved.
- The type of weapon determines how many hit rolls can be made. Examples: “Rapid Fire 1” =>
1 hit roll. “Assault 2” => 2 hit rolls.
- To hit, the result of the hit roll must be equal to or higher than the BS value of the firing
model.
- A wound roll is made for each successful hit.
- Depending on the strength of the weapon and the toughness of the target, the result of the
wound roll must be as follows:

Required result Condition

2+ Strength at least twice the Toughness

3+ Strength greater than Toughness

4+ Strength equal to Toughness

5+ Strength less than Toughness

6+ Strength at most half the Toughness


- The target unit now makes save rolls for each successful wound.
- Each time the opponent activates, the defending player can choose which model should take
the wound first. It is not possible to change the model during an activation. Whole models
must first be assigned wounds and removed.
- The armor penetration (AP) value of the attacker's weapon is subtracted from the roll result.
If the result is equal to or higher than the defender's armor save, the wound has been
prevented.
- If the result is lower, an Invulnerability save, if any, may be attempted. The saving throw is
not affected by the AP value.
- If the result is equal to or greater than the defender's saving throw, the saving throw
succeeds and the wound is prevented.
- If the result is lower, the defender suffers a number of points of damage equal to the
attacker's weapon profile.
- Models that take damage equal to or greater than their Wounds are removed as casualties.
- Damage does not transfer to other models.
- If the target unit is below half strength after being shot at, or loses a model while it is below
half strength, it must take a Leadership test.
- If a Leadership test is failed, the unit becomes Fleeing, loses its orders, and immediately
retreats 6”+1D6” to the nearest friendly edge.

Nominal strength
“Nominal strength” denotes the maximum number of models the unit was set up with at the start of
the game. Units below half nominal strength take a permanent -1 penalty to their Leadership.

Suppressive fire
If a unit scores at least 6 hits on an enemy unit during its activation, the enemy unit must pass a
Leadership test or receive a Battleshock token. If the unit has lost at least one model in the same
activation, it takes a –1 penalty on the test.

Melee combat
- The defender (= the player who did not activate their unit) moves with up to 6” as many
models as possible into direct base contact with enemy models involved in the melee.
Character models take priority, even if it means that less models overall can make it into
direct base contact.
- Models who are already in base contact with the enemy can’t move any further.
- All models involved in the melee act on their initiative, starting with the model with the
highest initiative. If several models have the same value, the player who initiated the melee
begins. However, any eliminated enemy models with the same initiative can still retaliate.
- Determine which models are in attack range and within 1" of those models. Only they can
fight.
- Choose targets for all weapons and attacks before resolving an attack.
- When a unit targets multiple units, all attacks against one unit must be resolved before
resolving attacks against the next unit.
- When a unit fights with multiple weapons, all attacks with weapons that have the same
profile must be resolved before attacks with the next weapon are resolved.
- A unit's Attacks stat indicates how many times it can strike in melee with any melee weapon.
- To hit, the result of the hit roll must be equal to or higher than the fighting model's KG value.
- A wound roll is made for each successful hit.
- Depending on the strength of the weapon and the toughness of the target, the result of the
wound roll must be as follows:

Required result Condition

2+ Strength at least twice the Toughness

3+ Strength greater than Toughness

4+ Strength equal to Toughness

5+ Strength less than Toughness

6+ Strength at most half the Toughness

- Each time the opponent activates, the defending player can choose which model should take
the wound first. It is not possible to change the model during an activation. Whole models
must first be assigned wounds and removed. Models which are not in direct base contact
must be removed first.
- The target unit now makes save rolls for each successful wound.
- The armor penetration (AP) value of the attacker's weapon is subtracted from the roll result.
If the result is equal to or higher than the defender's armor save, the wound has been
parried.
- If the result is lower, an Invulnerability save, if any, may be attempted. The saving throw is
not affected by the AP value.
- If the result is equal to or greater than the defender's saving throw, the saving throw
succeeds and the wound is parried.
- If the result is lower, the defender suffers a number of points of damage equal to the
attacker's weapon profile.
- Models that take damage equal to or greater than their life points are removed as casualties.
- Damage does not transfer to other models.
- The process is repeated in initiative order of all battling models until all participants have had
a turn. Even if no enemy models remain in base contact or in close combat at all.

Attack range
To be in attack range, a model must be either in direct base contact with an enemy model, or within
3” vertically. If 3” is not enough because it is a very high piece of terrain, the attack range is extended
to a whole level change up or down.
Determine melee result
- At the end of the melee, both sides add up the following points for themselves:
- Number of Wounds remaining; the player with more Wounds gains 1 point. A vehicle
counts like 5 Wounds for each remaining Hull point.
- Penetrating hits on the vehicle damage table: 1 point each.
- Wounds loss caused: 1 point each.
- Hull points loss caused: 1 point each.
- Various modifiers: See individual rule text.

Note: The overall combat result can also be negative.

- If both sides have the same amount of points, both players (starting with the attacker) move
any remaining models up to 6” into direct base contact with enemy models.
- The side with fewer points has lost the melee and must take a Leadership test. The test is
performed with a penalty equal to the difference between the two sides. For example, if the
winner has 5 points and the loser has 3, the loser takes a -2 penalty on his test.
- If the Leadership test is successful, both players (starting with the attacker) move any
remaining models up to 6” into direct base contact with enemy models. Afterwards, melee
combat ends for that activation.
- On a failed test, the unit gains two Battleshock tokens (=the status “Fleeing”) and
immediately retreats 6”+1D6” to the nearest friendly edge.
- All victorious units can either reposition up to 3” or pursue the fleeing unit.
- To pursue, both players roll a D6 and add the initiative value of their respective units. If the
pursuing unit has the same result or higher, it successfully catches up with the fleeing unit.
- The pursuing unit is moved the minimum distance necessary for all models to be in base
contact with the enemy, immediately inflicting one automatic hit from each model.
- If a unit can’t pursue, is in base contact with a vehicle or rolls a lower result than the fleeing
unit, it may reposition up to 3” (and even out of base contact with the immobilized vehicle
and thus, out of close combat).
- Repositioning also allows the unit to be moved within attack range to a new, enemy unit. If
the enemy unit has not yet acted in this battle round, it may use Defensive fire and fight in
melee now.
- Note that while a unit may be able to win multiple melee combats per round, it can only
reposition and pursue once each per battle round.

If a unit has already fled once this turn (e.g. due to a lost melee combat, or because of Battleshock
tokens), it automatically passes any further Leadership test in melee combat to determine whether it
would flee again.
Mixed units

Mixed armor save


If a unit consists of models with different armor saves (e.g. 2+ and 3+), appropriate saves are made
with the value that occurs most often in the unit. In case of a tie, the controlling player chooses
which value to use.

Mixed defensive special rules


If a unit is made up of models with different defensive special rules (e.g. having -1 to being hit), hit
and wound rolls are made against the special rule that occurs (or is missing) most frequently in the
unit. If there is a tie, the controlling player decides which special rules to use.

Mixed toughness
If a unit is made up of models with different Toughness values (e.g. T3 and T4), wound rolls are made
against the value that occurs most frequently in the unit. If there is a tie, the controlling player
decides which Toughness to use.

Removing casualties
Casualties must be removed first from models that actually possess the profile or rule that was being
used.
Example: A unit consists of two models with a 2+ save and two models with a 3+ save. The unit
suffers two wounds and uses a 2+ saving throw. Then, if a saving throw fails, those models must be
removed first. This can result in multiple models being wounded in a unit.

Note that since Character models can never voluntarily be assigned Wounds in place of their
attached unit, the unit’s profile has to be used first in cases of a tie between different profiles /
special rules.

Cover

- Heavy cover grants a unit a +2 bonus to its armour save, and a -1 penalty to hit rolls and
cumulative AT(-1) for any attackers.
- Light cover grants a unit a +1 bonus to its armour save, and a -1 penalty to hit rolls and
cumulative AT(-1) for any attackers.
- If a unit in cover is the target of a "Charge" command, it always benefits from the "Hold your
ground" effect, in addition to any other Defensive reactions, regardless of whether it can use
them at all or has been activated already.
- To benefit from cover, at least 50% of all models in the unit or its bases must be in cover.
- If both attackers and defenders benefit from cover provided by the same terrain zone or
piece of terrain, you receive no bonus from either unit.
- Each unit type can use cover, but can only benefit from one type of cover at a time.

There are the following three coverage options:


Abstract terrain zones
- A terrain zone is a defined, self-contained area on the playing field.
- No matter where the unit is within the terrain zone, it always benefits from cover.
- When it comes to lines of sight, the terrain zone is ignored for both attackers and defenders.
- If an acting unit targets an enemy unit that is in the same terrain zone as itself, the target
unit does not benefit from the cover bonus.

Examples: Forests.

Concrete terrain zones


- A terrain zone is a defined, self-contained area on the playing field.
- No matter where the unit is within the terrain zone, it always benefits from cover.
- When it comes to lines of sight, the terrain zone is handled as normally for both attackers
and defenders. (This usually means that you use true line of sight)
- If an acting unit targets an enemy unit that is in the same terrain zone as itself, the target
unit does not benefit from the cover bonus.

Examples: Bunkers.

Obstacles
- An obstacle is any single terrain model.
- When faced with an obstacle, the unit benefits from cover if it is within 3” of the obstacle.
- In addition, it must be possible to draw a straight line with a diameter of 1mm from the
center of the attacking unit's base to the center of the target unit's base that touches the
obstacle.
- For models without a base, the line is drawn from the floor of the field.
- Obstacles must be at least half the height of the unit seeking cover in order for it to benefit
from cover.

Examples: Barrels, Containers, Tank traps.

Obscuring terrain/units
- If there is a terrain zone, an obstacle or an enemy unit between an acting unit and its target,
it is considered obscuring terrain / an obscuring unit.
- Instead of the effects mentioned above, the attacking unit only receives a -1 hit penalty for
ranged combat. There is no AP penalty and no armor bonus for the target unit.
- The unit does not count for any weapons or effects as if it were benefiting from cover.
- Melee combats are treated like obscuring units.


Terrain

Each part of the gaming table is divided into at least one type of terrain. This can be either a free
area or specific terrain models.

Normal terrain
All units can move across or through terrain without being restricted in any way.

Difficult terrain
Units moving over or through difficult terrain suffer a penalty to their movement range, based on
their movement value:

Movement value* Penalty*

3” -1”

6” -2”

12” -4”

24” -8”

Instead of taking the penalty, units can move through terrain at full speed, but then treat it as
dangerous terrain.

No matter how many times a unit moves through different difficult terrain during its activation, it
only suffers the movement range penalty once.

*In case the movement value of a unit is not shown in the table, the movement penalty is 33% of the
Movement value, rounding up.

Dangerous terrain
Units touching dangerous terrain during their activation must perform a terrain test. All models in
the unit roll 1D6. For each 1 rolled, the unit suffers a wound with no saves allowed.

Vehicles suffer an “Engine damage” result instead.

No matter how many times a unit moves through dangerous terrain during its activation, it only
makes the test once.


Profile values

Movement(M)
This is the speed at which a model moves across the battlefield. If a model has a movement of '-' it
cannot move at all. Values are -, 6”, 12” or 24”.

Weapon Skill(WS)
This is a model's skill in close combat. If a model has a weapon skill of '-', it cannot fight in close
combat at all. A 6 on the hit roll is always a success.

Ballistic Skill (BS)


It indicates how accurate a model is when firing ranged weapons. If a model has a Ballistics skill of
"-", it cannot use ranged weapons, nor can it make ranged weapon attacks. A 6 on the hit roll is
always a success.

Strength(S)
This value indicates how strong a model is and how likely it is to deal damage in close combat.
Maximum value: 10.

Toughness(T)
This value indicates how resistant the model is to physical damage. Maximum value: 10.

Wounds(W)
Wounds indicate how much damage a model can take before succumbing to its injuries.

Attacks(A)
This number indicates how many times a model can strike in close combat. If a model has an attack
value of '-', it cannot fight in close combat. Maximum value: 10.

Leadership(Ld)
This shows how brave, determined or self-possessed a model is. A unit always uses the highest
Leadership in the squad including attached Characters. If a unit is fearless, or treats morale tests in a
special way, this also applies to the attached character. Maximum value: 10.

Saving throw(Sv)
This value indicates the protection offered by a model's armor. Armor saves are penalized by the
attacking weapon's armor penetration. A model's armor save can never be better than 1+. A 1 on the
armor save is always a failure.
Invulnerability save(Inv)
This value indicates the model's exceptional defensive capability. It can be used in addition to the
Saving throw. Invulnerability throws can never be better than 4+. A 1 on the saving throw is always a
failure.

Modifying profile values


The modification of profile values takes place in the following order:
1. Additive bonuses (e.g. +1)
2. Multiplicative bonuses (e.g. x2)
3. Subtractive bonuses (e.g. -1)

Modifications to profile values are cumulative with each other as long as they come from different
sources (→ equipment, special rules).

Example: A model with the “Terrifying(-1)” rule and a trophy would reduce the opponent's
Leadership value by a total of -2. Two models that both have “Terrifying(-x)” would only deduct the
highest of the two values from the opponent.

Situation Application

Multiple instances of the same rule Only the highest modifier

Multiple instances of the same equipment Only the highest modifier

Multiple instances with explicit statement that it is Combined modifier


cumulative Combined modifier

Different rules and equipment Combined modifier

Profile value tests


Some rules call for a profile value test, such as "A Toughness test." To pass such a test, the model
must roll 1D6 equal to or below the appropriate profile value. Rolls of 6 are always a failure. The
current profile value is used, which may be modified by equipment, psychic powers, or other factors.
The only exception here is the weapon special rule “Quick(+x)”, which is not taken into account.

Unit types

Each model has at least one unit type. This specifies which rules and which exceptions the model
must observe when it is activated.
Infantry
- Counts as a “creature”.
- Infantry uses all other rules as described.

Bike
Acts like infantry, with the following exceptions:
- Cannot move vertically on terrain.
- Automatically advances 6" on the Advance order.
- The unit may shoot “Heavy” weapons with a “Move & Shoot” order.
- Can always shoot “Rapid fire” weapons at full range.
- Can fire all weapon types with a -1 hit penalty when resolving a Charge order.

Character model
- Can join a unit by beginning the Command Phase within 2" of a model in a unit. Both units
have to be engaged in the same melee, or not be engaged at all.
- The player must announce that the character is joining the unit and only places a single order
for both units.
- Character models can be targeted separately in melee combat and will automatically rally at
the start of the Rally phase if alone.
- Character models must be in direct base contact with an enemy unit to fight in melee.
- No more than one character can be attached to a unit at a time.
- Characters are ignored when determining if a unit is below half target strength.
- Character models do not have to be removed as casualties first if they have already lost life
points.
- Characters can not be chosen to take wounds instead of the unit’s models for ranged attacks.
- Characters can not be attached to Monstrous Creatures or Vehicles.
- Characters can only shoot a single weapon per activation.
- If a character receives a weapon through equipment, it can also be fired. Example: Bikes with
built-in bolt rifles.

Jet bike
Acts like infantry, with the following exceptions:
- Ignores terrain when moving.
- Ignores vertical movement cost.
- Automatically advances 6" on the “Advance” order.
- The unit may shoot “Heavy” weapons with a “Move & Shoot” order.
- Can always shoot “Rapid fire” weapons at full range.
- Can fire all weapon types with a -1 hit penalty when resolving an “Charge” order.

Jump pack infantry


Acts like infantry, with the following exceptions:
- Ignores terrain when moving.
- Ignores vertical movement cost.
- Has the “Deep strike” special rule.

Monstrous creature
Acts like infantry, with the following exceptions:
- Can not enter transport vehicles.
- Melee attacks roll an additional D6 (so usually Strength + 2D6 in total) to overcome a
vehicle's armor value.
- The unit may shoot “Heavy” weapons with a “Move & Shoot” order.
- Can always shoot “Rapid fire” weapons at full range.
- Can fire all weapon types with a -1 hit penalty when resolving a “Charge” order.

Monstrous infantry
Acts like infantry, with the following exceptions:
- Can not enter transport vehicles.
- Melee attacks roll an additional D3 (so usually Strength + 1D6 + 1D3 in total) to overcome a
vehicle's armor value.

Walker
Acts like vehicles, with the following exceptions:
- The unit may shoot “Heavy” weapons with a “Move & Shoot” order.
- Can always shoot “Rapid fire” weapons at full range.
- Can fire all weapon types with a -1 hit penalty when resolving a Charge order.
- Binds enemy units in melee like infantry and can realign its facing at the initiative step each
time it activates.

Vehicles

Ranged combat
Can shoot “Heavy” weapons with a “Move & Shoot” order.
Can always shoot “Rapid fire” weapons at full range.
Can fire all weapon types with a -1 hit penalty when resolving a “Charge” order.

Turret-mounted weapons on vehicles have a 360° arc of fire.


Weapons that are permanently attached to the vehicle's chassis have a 180° arc of fire in the
direction they are pointed.

Depending on how far a vehicle has moved, it can fire different amounts of its weapons:

Moved Amount of weapons it can fire

0”-6” All

>6”-12” 1
>12” 0

Melee combat
In melee combat, vehicles are hit against the armor that the attacker is touching with his base.

Vehicles are not locked into melee combat and are free to move out of it with any eligible order.
If they leave close combat, all enemy models that are able to fight make an automatic hit against the
vehicle. Afterwards, the vehicle finishes its activation as normal, before the enemy unit may
reposition up to 3”. The enemy unit loses its order for this turn.

Note that vehicles cannot shoot while an enemy unit is in base contact with them.

Profile
Vehicles have two special profile values: Armor Value and Hull points.
The armor value indicates how strong the vehicle is protected on the respective side (front, side,
rear). The Hull Points work like Wounds for vehicles.

Because vehicles have no Leadership, they can never be in the Fleeing or Pinned states.

Transporters
Transports can pick up and transport other units.
Units can board transports at the end of their movement if they are within 3” of them. Passengers
may not use a “Stand & Shoot” order.

Depending on how far a vehicle has moved, passengers can perform different actions:

Vehicle moves 0” Vehicle moves >0” - 6” Vehicle moves >6” - 12” Vehicle moves >12”

- Passengers stay in the - Passengers stay in the vehicle and - Passengers stay in the - Passengers cannot do
vehicle and use Fire use Fire hatches. vehicle and use Fire hatches anything and must remain in
hatches. with a -1 to hit penalty. the vehicle.
OR
OR OR
- Passengers disembark within 3”
- Passengers disembark of the vehicle.* - Passengers disembark
within 3” of the vehicle.* within 3” of the vehicle.*
- The exit counts as their move.
- They execute the rest of - The exit counts as their
their command normally. - They cannot perform a Charge move.
move into melee.
- They receive a -1 to hit
- They execute the rest of their penalty until the end of the
command normally. battle round.
- They cannot perform a
Charge move into melee.

- They execute the rest of


their command normally.

Fire hatches
For every 1 fire hatch, a passenger in the transport can fire their weapons when their unit activates.

Wounding vehicles
To wound a vehicle, roll a D6 after a successful hit and add it to the weapon’s strength.

If the result is equal to the Armor Value, the vehicle suffers a glancing hit.
If the result is higher than the Armor Value, it suffers a penetrating hit.

If a vehicle has an Invulnerability save, it may use it now against each glancing and penetrating hit.

Glancing hit => Roll on the Vehicle damage chart and apply the result.
Penetrating hit => Roll on the Vehicle damage chart, add +2 to the roll and apply the result.

Vehicle damage chart

D6 Result

1 - 2 Nothing happens

3 - 4 Temporary damage - Roll a die to determine the result.


On a 1-3 the vehicle reduces its movement speed by 1/3 of the starting profile value. Stacks
with itself and Engine damage. Completely immobilised vehicles can’t move anymore.
Lasts until the end of the model's next activation.

On a 4-6 the vehicle suffers a -1 to hit roll penalty. Stacks with itself. Lasts until the end of
the model's next activation.

5 - 6 Permanent damage - Roll a die to determine the result.


On a 1-3 the vehicle suffers an Engine damage and reduces its movement speed by 1/3 of
the starting profile value for the rest of the game. Completely immobilised vehicles can’t
move anymore. If the movement speed cannot be reduced any further, the vehicle instead
suffers a Structural damage result.

On a 4-6 the owner of the vehicle chooses a weapon which cannot be used for the rest of
the game. If all weapons are already destroyed, the vehicle instead suffers a “Structural
damage” result. Weapons with the “Ammo(x)” ability can never be destroyed. Instead of
losing its last weapon, a vehicle can decide to instead lose 1 Hull point.
7 Structural damage - The vehicle loses 1 Hull point.

8+ Heavy structural damage - The vehicle loses 1 hull point. Roll one more time on the vehicle
damage chart. The second roll does not benefit from the +2 bonus from a penetrating hit.

The vehicle loses its last hull point due to structural damage

- The model remains on the battlefield as a wreck (=> difficult terrain).


- If there are passengers in the vehicle, they are immediately placed within 3" around it and
must take a Morale test, or they receive a Battleshock marker.

The vehicle loses its last hull point due to severe structural damage

- All models within a D6" radius suffer an automatic hit with Strength:5, AP:0, Damage:1.
- All passengers in the vehicle suffer an automatic wound with Strength:5, AP:0, Damage:1,
and receive a Battleshock marker.
- Surviving passengers are immediately placed within 3" around the vehicle.
- The vehicle is then removed from the battlefield.

Surviving passengers may perform the following actions during their activation:

Vehicle moved 0” before it Vehicle moved >0” - 6” before it Vehicle moved >6” - 12” Vehicle moved >12” before
got destroyed got destroyed before it got destroyed it got destroyed

- Passengers execute their - Passengers cannot perform a - Passengers receive a -1 to - Passengers cannot do
command normally. Charge move into melee. hit penalty until the end of anything.
the battle round.
- They execute the rest of their
command normally. - They cannot perform a
Charge move into melee.

- They execute the rest of


their command normally.

Emergency Disembarkation

- If a transported unit cannot be fully placed (e.g., due to enemy models or impassable
terrain), it may perform an emergency disembarkation.
- The unit is placed within 6" around the vehicle and counts as activated for the rest of the
battle round.
- Models that cannot be placed are removed from the game.

Flyers
Flyers use the normal creature or vehicle rules and also have a number of special features:
Activation
- A unit with this special rule is set up in every Reinforcement phase anywhere on the
battlefield of the player's choice.
- During the Command phase, the unit can only receive the “Advance” or “Move and Shoot”
order.
- “Advance” represents a fast attack flight, while “Move & Shoot” is a slow but thorough attack
approach.
- When the unit activates, it can only fire one of its weapons with the “Advance” command.
With the "Move and Shoot" command, it can fire all of its weapons.
- A flyer can never be activated as the first unit by the player. If only the player's aircraft units
remain on the battlefield, the player gains an additional pass marker.

Flyers resolving ranged combat


- Subtract 12" from the range of each weapon profile that fires from a normal unit at a flyer
and from a flyer at a normal unit. If the range is then zero or negative, the unit cannot be
fired upon.
- Units shooting at a flier suffer a -1 hit penalty.
- Flyers who chose “Advance” as their order also gain a 4+ invulnerability saving throw.

Flyers resolving melee combat


- Flyers can never be engaged in close combat in any way.

Disabled
- Flyers that have suffered the “Permanent Engine Damage” result 3x cannot be deployed for
one round of combat.
- At the beginning of the following round of combat, all engine damage is removed.

Passengers
- Passengers can only disembark from a Flyer if it is in hover mode.
- If a Flyer is destroyed by an explosion, passengers take double the amount of automatic
wounds.

Hover mode
- Some flyers have the “hover mode” feature.
- In hover mode, a flyer is treated and activated like a regular model.
- If a flyer has a hover mode, it can start off directly in this mode during the model set up
before the first battle round.
- Alternatively, a flyer can enter hover mode by not being repositioned during the reserve
phase.
- To exit hover mode, the flyer is completely removed from the game in the reserve phase and
is treated as a normal flyer again from the following reserve phase.
Mission objectives
- Flyers can never capture, hold or contest objectives in any way, unless they enter Hover
mode.

Other interactions
- Flyers always count as having moved 24”, despite of the chosen command. This does not
prevent them from using their weapons as described under “Activation”.
- Flyers can only be healed/repaired by other models while in Hover mode. (Rules like
“Blessing of the Omnissiah” and others).

Psychic powers

Casting
Some models have the “Psyker” rule and can cast psychic powers. Each psychic power is divided into
Basic, Normal, and Complex categories and can be cast accordingly with the appropriate command.

To successfully manifest a psychic power, roll 2d6. The result must be equal to or higher than the cast
value of the power.

A model may manifest (attempt to) the same psychic power more than once, but takes a –1 penalty
on the psychic test for each subsequent attempt.

Which psychic powers a model knows is indicated in each case. If it says that it only knows a certain
number of psychic powers, these must be selected when creating the army list.

Perils of the Warp


If the result of the psychic test is a double 1, or a double 6, the psyker suffers a “Perils of the Warp”
attack.

Roll 1d6 and apply the result:

D6 Result

1 Sucked into the Warp: The psyker must take a Leadership value test. If it passes the
test, he suffers an automatic wound or hull points loss. If the test fails, he is removed as
a casualty.

2 Mindsteal: The psyker suffers an automatic wound or hull points loss. He can no longer
use the psychic power he was attempting to manifest for the rest of the game.

3 Power drain: The psyker suffers an automatic wound or hull points loss. Roll 1D3. Both
players subtract the result from all other psychic tests that occur that round of combat.
Cumulative with itself.

4 Psionic feedback: The psyker suffers an automatic wound or hull points loss.

5 Empyrian aftermath: The psyker must take a Leadership value test. If the test fails, he
suffers an automatic wound or hull points loss

6 Warp boost: The psyker must take a Leadership value test. If the test fails, suffers an
automatic wound or hull points loss. If the test is successful, he gains the following
bonuses until the end of his next activation:
+1 to hit rolls
+1 to wound rolls

Vehicles use a Leadership value of 10 for Perils of the Warp. Note that a “Leadership test” is not the
same as a “Leadership value test”. Fearless models still have to pass a test!

Dispel
Some models have the ability to dispel psychic powers. If a psychic power is successfully manifested
within 24" of the model, it may attempt to dispel it.

To successfully dispel a psychic power, the result of 2d6 must be greater than the manifestation
result.

Duration of psychic powers


The duration of a psychic power is listed in its description. If the caster of a psychic power is
eliminated, all psychic powers manifested by them end according to the description, but at the latest
at the beginning of the next battle round.

Psychic powers in melee


When a psyker is in melee combat, he can cast basic psychic powers during his initiative phase. He
can only target himself or (friendly and enemy) units that are in the same melee combat with him.

Non-engaged psykers cannot cast psychic powers on melee units that can inflict wounds. For
example a “Fireball” isn't allowed, but “Weaken” is.

General psychic disciplines


Available to every psyker, unless stated otherwise.

Link


Prayers, Hymns and Invocations

Some models are able to use these special abilities. They can not be dispelled by any means and each
power can only be (attempted to) manifest once per battle round per unit.

Special rules

Aegis(x+)
If the unit is targeted by a psychic power directly, it can dispel it on a x+. The best value of all models
within a unit is taken. Can prevent a “Perils of the Warp” attack on a x+.

Anti-Grav
The model ignores terrain, units and vertical movement cost when moving.

Berserk(x+)
The unit has a x+ invulnerability save. Does not work against weapons with strength 8 and above.

Blind
If the weapon scores at least one hit, the target unit does not get a bonus attack for a Charge order.

Blind fury
While the unit is not engaged in melee combat, it moves 1D6" toward the nearest enemy unit
instead of taking Leadership tests or receiving Battleshock tokens. This can bring it into engagement
range and melee combat. If it fails a Leadership test in a melee combat, it loses 1D3 wounds instead
of fleeing.

Blood drinker
When the model causes a Wound loss, it gains an additional life point, up to the starting value in its
profile.

Bodyguard
In ranged combat, wounds inflicted must first be assigned to the model before character models in
the unit can be selected.
In close combat, if possible, the model must first be selected as a target for attacks before character
models in the unit can be selected.
Models with this rule can pile in at the same time as character models in melee.

Brotherhood of psykers
As long as the unit has at least 2 models with the same special rule, it gets +1 to each psychic cast or
deny result.
Combat squads
If this unit has the maximum number of models, it can be split into two units, each with the same
number of models, during deployment.

Command squad
Models with this ability can join a single character, or a squad that already has a character attached.

Counter-attack
Models in the unit are treated as having successfully executed a Charge order when being charged
themselves. This means they may choose a Charge bonus and receive the effect of equipment and
special rules triggered by a Charge order.

Triggers only if the unit is using “Defensive fire” as their Defensive reaction.

Deep strike
Units that arrive from reserve can be placed anywhere on the field.
Place a model from the unit anywhere on the field in the position you want the unit to spawn and
roll a scatter die. When the hit icon appears, the model stays where it is. If an arrow appears, it
indicates the direction in which the model will be moved 2D6”.

All models in the unit are grouped around the first model. They must be placed in a circle in direct
contact with the first model. When this circle is complete, a second circle begins around it, with each
model touching one from the first circle. Each circle must contain as many models as will fit.

Example:

The first model (1) is placed. Then a circle of other models (2) is formed. If there are any models left,
another circle (3) is formed, and so on, until all models in the unit have been placed.

- If the first model lands outside the playing field, the unit goes back into reserve.
- If the first model lands on an enemy unit, roll a D6. On a 1-3 it goes back into reserve. On a
4-6, the opponent may set up the unit anywhere on the table (except impassable terrain)
using the Shock Troop rules without rolling for scatter.
- Models placed on terrain must take a terrain test, even if they would normally ignore terrain.
- If models cannot be placed, they count as destroyed. Fill in their position mentally until there
is enough space to place models again.
- The exception to this are floors of terrain pieces. Here, models are only destroyed when
there is no more space available on the floor on which the unit has landed. Until then, spaces
in the circle can be mentally skipped.

Units set up using the Deep strike rules count as having moved at maximum range and can only use
the Move & Shoot command.

Deflect
Ranged to hit rolls against the unit suffer a penalty of -1.

Demon
The model has a 5+ invulnerability save.

Demonic instability
If the unit gains or owns a single Battleshock token, it ignores its effects.
If the unit gains a second Battleshock token, it suffers 1D3 automatic wounds with no save allowed
and discards all Battleshock tokens, instead of fleeing.

Instead of fleeing in close combat, the unit takes 1D3+1 automatic wounds with no save allowed and
remains in place.

The unit can never flee voluntarily from close combat.

Fast
Vehicles double their movement range (to a maximum of 24”). The model may shoot one additional
weapon when moving up to 12”. To use a charge order, the unit must move no more than 12" with its
regular movement.

Fearless
The model automatically passes any Leadership test and can’t use the Escape order in close combat.

Favoured enemy
At the start of the first battle round, select a faction (such as Space Marines). The model gains +1 to hit rolls
against all units of this faction in melee combat. In addition, the model ignores negative ranged hit roll
modifications caused by equipment or abilities from the selected faction.
Furious charge
The model gains +1 Strength and +1 Initiative when making a charge move until the end of the
current battle round.

Greater Demon
The model has a 4+ invulnerability save and a personal icon.

Hit & Run


After all models in a melee combat have been activated but before the result is being determined, if
both sides are still engaged with each other, the unit can move 3D6" away from the enemy in a
straight line. Enemy units cannot pursue and must reposition if they are able to.

Infiltrator
During deployment, a unit with this ability can be declared to be deployed as an infiltrator. After all
remaining units have been placed normally, an Infiltrator unit may be deployed anywhere on the
battlefield. It must maintain a distance of over 18" from all enemy units. If there is no direct line of
sight to any enemy unit, the distance must only be over 12”.

If a unit is set up as an Infiltrator, it may not make a “Vanguard” move.

Massive(x)
The model occupies x additional spaces in transport vehicles.

Move through cover


The model does not suffer any movement penalty for moving through terrain.

Narthecium
Once per turn, the damage of a wound against the model or attached unit can be reduced by 1. The
ability must be declared after armor and invulnerability saves. Does not work against weapons with a
strength of 8 or above.

Open
The vehicle has as many fire hatches as it can hold passengers.
Passengers can be selected as targets for ranged combat and count as being physically present on the
table. Psykers, for example, are able to manifest psychic power. However, passengers are not able to
fight in melee.

Outflank
When appearing from reserves, the unit can also be set up over the side edges of the battlefield.
They may not be placed in the opponent's deployment zone.

Parry
To hit rolls in melee against the unit suffer a penalty of -1.
Regeneration(x)
The model regains x wounds at the start of each Reinforcement phase.

Squadron
Beginning with the deployment before each game, all models of the selection are treated as their
own, independent unit. (This means they receive their own, separate orders and don’t have to stay in
formation with other models.)

Stealth
The unit always counts as being in cover.

Terrifying(-x)
Enemy units within 6" reduce their Leadership by -x. Does not stack with itself, but with other effects
affecting Leadership.

Use cover
Ranged attacks gain an additional -1 hit penalty against this unit if it benefits from cover.

Unique
The weapon/wargear item may only be present once per army.

Unyielding
- The unit may shoot “Heavy” weapons with a “Move & Shoot” order.
- Can always shoot “Rapid fire” weapons at full range.
- Can fire all weapon types with a -1 hit penalty when resolving a “Charge” order.
- Cannot receive the “Advance” order.
- Cannot pursue fleeing units in close combat.

Vanguard
If the model is on the field at the start of the first round of combat, it can move 6". If only models
with this rule are in a dedicated transport vehicle, it also gains the Vanguard ability and can move up
to 12". If the model is in reserve at the start of the first round of combat, it succeeds automatically
on the roll to appear this round.

If both players have units with this rule, alternate between units, starting with the player who placed
the last unit during deployment.

Warded
The unit receives a 6+ invulnerability save or improves an existing invulnerability save by +1.
Objective secured!
If an objective is captured or controlled by a unit with this trait, it remains in the controlling player's
possession even if there are no more friendly units in range. Control is only lost if the opposing player
in turn conquers or contests the mission objective with one of their own units at the end of a battle
round.

Every standard selection has this special rule automatically and confers it to units any transport as
long as they are inside one.

Weapon types

All weapons have a weapon type.


The table indicates whether a weapon can be used with the corresponding command.

Command / Stand & Move & Advance Charge Fight


Type Shoot Shoot

Assault Yes Yes Yes Yes No

Grenade¹ Yes Yes Yes Yes Yes

Heavy Yes No No No No

Melee⁴ No No No Yes Yes

Pistol² Yes Yes Yes Yes No

Rapid Fire³ Yes Yes No No No

¹ A single model per unit may use a grenade instead of using its ranged or melee weapon profile. A
grenade has one (1) attack in melee and can only be used against Vehicles or Monstrous Creatures.

² A model can fire either up to two pistols or any other ranged weapon.

³ A Rapid Fire weapon doubles the number of shots it fires when firing at half range. If the unit has
not received the “Stand & Shoot” order, it can only fire at half range with Rapid Fire weapons.

⁴If a model is at least equipped with one melee weapon and a pistol or two pistols, it receives +1
Attack in melee.

Weapon properties

Ammo(x)
Wargear with this special rule can only be used X-times during one game.
Anti-Air
Attacks with this weapon against models with the Anti-Grav, Jet bike, or Jump pack special rule gain a
+1 bonus to hit roll and Strength.

Armorbane
The weapon rolls one additional D6 for armor penetration.

Armor piercing(x+)
To wound rolls of x+ always wound, gain an additional -2 AP, +1 AT, and roll an additional 1D3 for
armor penetration.

AT(x)
Rolls on the vehicle damage table get a bonus of +x.

Barrage
A successful hit roll with this weapon generates as many wound rolls as there are models in the unit,
up to a maximum of 6. An unsuccessful hit roll may be repeated once. A successful, repeated hit roll
can generate a maximum of 3 wound rolls.

Beam
Choose a target with the weapon as normal and make a hit roll. If the roll is successful, draw a 1mm
straight line from the nearest point on the shooting model's base to the nearest point of a model in
the target unit. Make a wound roll against the target unit and any other unit that this line passes
over.

Bomb
The range of this weapon is not reduced by the regular rules for Flyers.

Combi
Combination weapons such as "Combi-melta" combine a boltgun and another weapon with each
other. Both profiles can be used as often as you like. A combi-weapon can fire both profiles
simultaneously at the same target with a –1 penalty.

Deadly(x+)
x+ wound rolls cause an additional wound.

Decimate
To wound rolls get a +1 bonus.

Deflagrate(x+)
x+ to hit rolls cause an additional hit.
Explosive
A successful hit roll with this weapon generates as many wound rolls as there are models in the unit,
up to a maximum of 4. An unsuccessful hit roll may be repeated once. A successful, repeated hit roll
can generate a maximum of 2 wound rolls.

Extra attack
During each activation, the model can use that weapon's profile one additional time, even if it has
already used or fired other weapons.

Flames
The weapon hits automatically and gains an additional -1 AP against units in cover.

Flurry(x)
The model makes x additional attacks with the respective weapon’s profile per battle round.

Force weapon
If the bearer successfully manifests at least one psychic power during their activation, any Force
weapon they carry gains +1 damage for the remainder of the battle round.

Grav
Unless it would already be better, the to wound roll for the weapon equals the armor save profile of
the enemy unit.

Graviton
Creatures that got hit must pass a Strength test or suffer a wound. If the target enemy unit is in cover
and at least one hit has been scored with this weapon, the terrain counts as difficult and dangerous
terrain until the next unit activation that caused the hit.

Gruesome
Every wound loss caused by a weapon with this rule counts twice for combat resolution. Models that
get caught up while fleeing from close combat suffer an automatic wound from this weapon.

Haywire
Each hit causes one automatic glancing hit. The glancing hit is in addition to any normal damage.

Lance(+x)
Die rolls to overcome the armour value of a vehicle receive a bonus of +x.

Life curse
A single wound roll can be rerolled against creatures.
If several models in a unit have the same weapon with this rule, they can make appropriate wound
rolls together. In this case, one wound roll per model may be re-rolled.
Indirect
The weapon does not require line of sight to the target to be fired. Targets only get a cover bonus if
they are in a terrain zone. Weapons can only be fired indirectly using the “Stand & Shoot” command.

Master crafted
A single hit roll can be rerolled. If the weapon got the “Barrage”, “Explosive” or “Flames” ability, a
single wound or armor penetration roll can be rerolled instead.
If more than one model in a unit has the same weapon with this rule, the corresponding hit rolls can
be made together. In this case, one hit roll per model may be re-rolled.

Melta
On targets at half range, the weapon gains +1 Damage, +1 AT, and rolls 2d6 for Armor Penetration.

Overheating
For every 1 on a hit roll with the weapon, the model suffers an automatic wound with no save
allowed. If it is a vehicle, it instead takes a glancing hit with the same AT value as the weapon.
If the model has the ability to re-roll the hit roll in any way (Barrage, Explosive, Psychic, etc.), only the
result of the first roll counts. When a weapon hits automatically, each 1 on wound rolls causes a
corresponding wound with no save allowed or glancing hit.
As an exception to the rule that entire models must always be removed first, overheat wounds are
assigned first to models with weapons that have and have used these rules.

If several models of a unit use a weapon with the overheat rule at the same time, the sequence is
resolved as follows:
- Roll one hit die for each shot, but no more than the combined life points of the models.
- If there are still shots left that have not been resolved, group the dice result into 1s and all
remaining numbers.
- Mark how many wound point losses the group of 1s caused.
- Divide the remaining shots evenly between both groups of dice and make another hit roll
with them.
- The group of 1s cannot cause any further wound point losses on the second roll. The other
group of dice, however, is treated normally.
- Repeat the sequence until there are no more shots left.

Poison(x+)
To wound rolls against creatures (not vehicles) always succeed on a roll of x+.

Precision(x+)
To hit rolls of x+ automatically wound the target. Has no effect against Vehicles.

Quick(+x)
Models gain a +x initiative bonus in close combat.
Seeking
The weapon ignores cover. Enemy targets do not gain an armor bonus, nor does the wearer suffer a
hit penalty.

Shield breaker(-x)
Invulnerability saves are degraded by -x.

Shred
The model may re-roll to wound rolls with the weapon.

Slow(-x)
Models act with -x initiative in close combat.

Sunder(x)
Attacks against targets in cover gain an additional bonus of x to their AP.

Suppression
The target unit must succeed at a Leadership test after a single hit with this weapon or receives one
Battleshock token. For each additional weapon with this rule fired at the same target during the
same unit activation, the target unit takes a cumulative –1 penalty on the following pinning test.

Weapons with the “Explosive” special rule incur an additional -1 penalty.


Weapons with the “Barrage” special rule incur an additional -2 penalty.

Tank hunter
One model of a unit who possesses this ability may re-roll one armor penetration roll against vehicles
or one roll to wound against monstrous creatures per round of combat.

Unwieldy
Models do not gain an additional attack for a pistol in close combat.

Army organisation

All units have an assigned battlefield role such as Standard or Elite.

Players organize their army using this battlefield role and the general army organization chart (AOC):

1-2 HQ
2-6 Troops
0-3 Elite
0-3 Fast Attack
0-3 Heavy Support
0-* Transports
0-1 Fortification
0-2 Flyer

This means that each army must contain at least one unit with the battlefield role “HQ” and two
units with the battlefield role “Troops”. Other selections may be made up to the stated maximum.

*A dedicated transport vehicle may be chosen for each “Infantry” type selection.

If an AOC is completely exhausted, the player receives a second, identical AOC. Each AOC got the
same requirements in regards to the units that it must contain.

Small games

Skirmishes have limitations to what each player can use:

0-1 HQ
1-3 Troops
0-1 Elite
0-1 Fast Attack
0-1 Heavy Support
0-1 Dedicated Transport

- Recommended army size is 1000 to 1500 points per player.


- No Allies.
- HQ models may not get a “once per army” upgrade.
- The army may get a single “unique” equipment from the armory.
- 25% of the point limit must be used for Troops (including upgrades).
- No unit may cost more than 300 points including upgrades. (Troops are exempt from this
limitation)
- No unit may have a 2+ armour save from equipment or abilities.
- No unit may have a 4+ invulnerability save from equipment or abilities.
- No unit may have a Toughness value of 8 or above.
- No vehicle may have a combined armor value of 34 or higher. Sum up the AV values of a
vehicle for front, side and back to get the total value.
- No unit may cast more than one psychic power* per turn. (*The same limitations apply to
Incantations, prayers and similar mechanics)
- HQ models can only get weapons and equipment of up to 75 points.
- Units with the “Squadron” rule can only select a single model per slot.
- All units fill out a slot, even if they have rules that explicitly state that they do not.
- If a faction is unable to select any unit for a slot due to these restrictions, the slot
automatically counts as being filled out in regards to granting a second Army Organisation
Plan (AOP).
- Units can’t swap their AOP assignment by any means. (Including traditions).
- The table size is 48”x48”.
Army rules

Adeptus Custodes

Adeptus Mechanicus

Adeptus Sororitas

Chaos Demons

Chaos Space Marines

Dark Eldar

Death Guard

Eldar

Genestealer Cults

Grey Knights

Imperial Guard

Leagues of Votann

Necrons

Orks

Space Marines

Tau Empire

Thousand Sons

Tyranids

World Eaters

Allies

Players have the option to field allied units. These are subject to separate rules, which result from
the Allied Matrix:
Sist Spa Ad Ad Cha Cha Dar Imp Inq Lea Nec Ork GS Tau Tyr Lost Eld
er ce ept ept os os k eria uisi gue ron s C ani & ar
of Ma us us De Spa Eld l tio s of s ds Da
Bat rin Cus Me mo ce ar Gu n Vot mne
tle es tod cha ns Ma ard ann d
es nic rin
us es

Sister
of
Battl
e

Spac
e
Mari
nes

Adep
tus
Cust
odes

Adep
tus
Mec
hanic
us

Chao
s
Dem
ons

Chao
s
Spac
e
Mari
nes

Dark
Eldar

Impe
rial
Guar
d

Inqui
sition
Leag
ues
of
Vota
nn

Necr
ons

Orks

GSC

Tau

Tyran
ids

Lost
&
Dam
ned

Eldar

Green => These factions often go into battle together and there is mutual trust. Tactics and combat
doctrines are shared with each other.

Allied units are treated like friendly units in all respects on the battlefield. This means abilities such as
auras and psychic powers can also be cast on allied units. Transport vehicles can transport all units.

Yellow => These factions rarely fight side by side. Truces among themselves are short-lived and
usually linked to a specific purpose, such as a common, larger enemy or pay.

Allied units are treated as a separate army on the battlefield. This means abilities such as auras and
psychic powers can only be cast on your own units. Transport vehicles can only carry units of their
own faction.

Red => These factions never fight together. If they have formed a temporary alliance, it must be some
extraordinary event that will have direct, terrible repercussions on the galaxy.

Allied units are treated as a separate army on the battlefield. This means abilities such as auras and
psychic powers can only be cast on your own units. Transport vehicles can only carry units of their
own faction.
Units that activate within 12" of an allied faction unit must pass a Leadership test with a -1 penalty or
lose their orders for that turn.

Allied units use their own army organization chart (AOC):

1 HQ
1-2 Troops
0-1* Elite
0-1* Fast Attack
0-1* Heavy Support

* One Elite, Fast Attack, or Heavy Support unit may be chosen for each Troop unit.

Unlike your main army, allies do not get a second AOC after filling out all available slots.

Setting up units

- Both players compare the number of their units. For every 2 units difference, the player with
fewer units gets a pass marker.
- Beginning with the player who won the side pick, each side takes turns placing a unit in their
deployment zone.
- Instead of placing a unit, a player can also do the following:
- Announcing that a unit is boarding a transport vehicle.
- Place a transport vehicle directly with one or more transported units (including
attached characters).
- Announcing that a unit is starting in reserve.*
- Announcing that a character will join a unit and both will start in reserve.*
- Announcing that a unit will be set up as an Infiltrator.*
- Announcing that a character will join a unit and both will be set up as an infiltrator.*
- Remove a piece of terrain that is at least 50% in your deployment zone and place a
Fortification-type unit in its place (previous center).
- Use a pass marker to skip a lineup. Note that after passing once, a player must field a
unit.
- Infiltrators are alternately placed in the same manner after all other units have been
deployed and do not count anymore when determining the initiative bonus.

*Unless the mission specifically outrules the use of it specifically.


Supplements

Escalation
Additional rules for Gargantuan Creatures and Super-heavy Vehicles.
Link

Missions
Standard missions for all game sizes.
Link

Planetary Assault
Campaign system that depicts the struggle of several factions for control over a planet.
Link

FAQ

What is the armor save for a master crafted armor (Sv 2+) unit in cover that is hit by a laser cannon
(AP -4)?
First, the saving throw is improved by 2, to a maximum of 1+. After that, the weapon's penetration is
subtracted and degraded to 5+.

How many different units can ride in a transporter?


Any number up to the maximum of its transport capacity.

Is a unit still engaged in melee, if it does not flee at the end of a melee but has no models left in
attack range?
No it is not.

Can a unit fire Overwatch or fight in close combat one more time if charged by a new unit during the
turn?
No. Each unit can only fight and shoot once per game turn.

A rule from the Core Rules overlaps or contradicts a rule from a Codex. What takes precedence?
Specific rules from the Codex override general rules from the Core Rules.

How do units deployed as infiltrators count when determining who was first to complete
deployment?
If a player chooses to declare a unit as an “Infiltrator” during deployment, that unit counts as
deployed, even if it is placed on the field later.
Some rules are resolved at the beginning of a unit's activation. When does a unit count as activated
when engaged in melee?
The unit counts as activated at the start of its initiative step.

Can a character model hold an objective while attached to a unit with a rule prohibiting the unit from
holding objectives?
No, the character must separate from the unit in order to hold an objective.

Some vehicles have movable flaps or ramps. How does that affect rules like line of sight or range?
Any flaps or ramps are treated as if they were closed.

At what range did a vehicle move if it wants to go 13" and is slowed 4" by terrain?
The vehicle counts as having moved 13". The value before the reduction is always used for
corresponding rules.

Does a dispelled psychic power still count as manifested in terms of e.g. Force weapons?
Yes.

How many times can a dice be re-rolled if a model benefits from multiple re-rolls from different
sources?
Each dice roll can only be re-rolled once. Note that “Explosive” and “Barrage” weapons already have
a built-in re-roll and can never be re-rolled in addition to this.

Can a unit still strike in close combat if it has been charged after it has already carried out its order
but has not yet fought?
Yes.

Some rules refer to “transports/transport vehicles”, others to “dedicated transports/transport


vehicles”, what is the difference?
A transport/transport vehicle is any model that can carry passengers. A dedicated
transport/transport vehicle is any model assigned to the battlefield role of the same name in an
army.

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