WS 1 2 3 4 5 6 7 8 9 10 1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 4 4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+ 5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+ 6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ S/T 1 2 3 4 5 6 7 8 9 10 1 4+ 5+ 6+ 6+ - - - - - - 2 3+ 4+ 5+ 6+ 6+ - - - - - 3 2+ 3+ 4+ 5+ 6+ 6+ - - - - 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - - 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 1 2-3 4-6 All 2-4 Heavy Zoom Others 1 None Weapons Fireable at Full BS Vehicle Stationary All All Walker Fast Combat Cruising All n/a Vehicle Damage Table Glancing Hit: -1 HP Penetrating Hit: -1 HP + Damage roll -> Zooming Flyer: max 18" Move, no turning Weapon Destroyed (If none, Immoblized) -> Passengers: Pass Leadership test or Snap Shots only All 2 All n/a 4 4 2 3 5 6 20 Models ShootingTo Hit Building Size 30 Models Assault To Hit 10 Models To Wound 1-3 Perils of the Warp 1 Crew Shaken (Snap Shots only) -> Passengers: Pass Leadership test or Snap Shots only Crew Stunned (Snap Shots only, no Move) -> Passengers: Pass Leadership test or Snap Shots only 4 Empyric Feedback (Leadership Test) All n/a All Dragged into the Warp (Leadership Test) -> Passed: Psyker suffers 1 unsaveable Wound/Glancing Hit -> Failed: Psyker is removed as casualty and unit suffers D6 S6 AP1 hits -> Passed: No ill effects -> Failed: Psyker suffers 1 unsaveable Wound/Glancing Hit Warp Surge (Leadership Test) -> Passed: Psyker gains 3+ Invulnerable, Fleshbane, Armourbane and Smash -> Failed: Psyker suffers 1 unsaveable Wound/Glancing Hit Mental Purge (Psyker suffers 1 unsaveable Wound/Glancing Hit -> Psyker randomly loses a Power for the rest of the battle Power Drain (Psyker suffers 1 unsaveable Wound/Glancing Hit -> Both players lose D3 Warp Charge points Psychic Backlash (Psyker suffers 1 unsaveable Wound/Glancing Hit AP2 Weapon: +1 on the Roll AP1 Weapon: +2 on the Roll 5 6 Immobilised (Can Move nor Pivot) -> Additional Immobilised costs Hull Point -> Chariot: count as Crew Stunned instead -> Zooming Flyer: Crash and Burn (1-2) or Crew Stunned (3+) 7+ Explodes (S4 AP- in D6") -> All Passengers: S4 AP- Pinning (as per Shooting) Crash and Burn (S6 AP- Scattered Large Blast) -> All Passengers: S10 AP2 (as per Shooting) -> Passengers: Pass Leadership test or Snap Shots only Wrecked (Disembark + Pinning) -> Zooming Flyer: Crash and Burn (as above) Open-Topped Vehicle: +1 on the Roll 0Hp Mysterious Wreckage 1 Unstable Fuel Core -> D6 S5 AP- Ignores Cover (randomly allocated) Nothing of Note Archeotech Cargo -> Place Objective within 3" (if used), providing 1 VP at End of Game 5-6 Catastrophic Damage Table (each model suffers 3 hits) Explosion: SD AP2, S4 AP4, S2 AP6 Devastating Explosion: SD AP2, S8 AP3, S4 AP5 Titanic Explosion: SD AP2, S10 AP3, S5 AP4 Up to 6" x 6" Up to 9" x 9" Up to 12" x 12" Small Medium Large 3 HP 4 HP 5 HP Passengers: S10 AP2 equal to number of models 1 6+ 2 5+ 3 4+ 4 3+ 5 +1 6 +1 +2 +1 1 +2 2 3 4 0-1 5 2 6 3 1-2 3-4 5-6 2 -> If unit in control is Charged, decrease range by 2 1 2-3 4-6 AP2 Weapon: +1 on the Roll AP1 Weapon: +2 on the Roll Mighty Bulwark: -1 on the Roll 7+ -> Battlements Destroyed (2D6 S6 AP- Ignores Cover, Pinning) -> Ruins Eternal War Missions Deep Strike Mishap Terrible Accident (Unit Destroyed) Misplaced (Opponent Chooses, no Scatter) Delayed (Pongoing Reserve) -> 1 Weapon Destroyed, others Snap Shots next turn Catastrophic Breach (-D3 Armour all facings) -> 1 Weapon Destroyed, others Snap Shots next turn Total Collapse (2D6 S6 AP- Ignores Cover, Pinning) -> Unuseable -> Battlements Destroyed (D6 S6 AP- Ignores Cover, Pinning) -> Ruins Detonation (4D6 S6 AP- Ignores Cover, Pinning) 4 5 6 Building Damage Table Breach (-1 Armour all facings) Tremor (Snap Shots only, 3" Disembark i.s.o. 6") Partial Collapse (D6 S6 AP- Ignores Cover Hits) Structural Collapse (2D6 S6 AP- Ignores Cover) Non-Vehicles - Overrun: models under template are casualty Vehicles - Flipped: one vehicle scatters D6" and Explodes! Stealth Special Rule 1 2-5 6 Craters, Tanglewire Tactical Escalation The Spoils of War Cloak and Shadows Deadlock Deployment Map Dawn of War Hammer and Anvil Vanguard Strike Crusade Purge The Alien The Scouring Big Guns Never Tire The Emperor's Will The Relic Maelstrom of War Missions 1 2-5 6 Difficult/Dangerous Terrain, Debris, Ammo Dump; Comms Relay Ruins, Barricades, Walls, Defense Line, Gun Emplacement, Rubble Imperial Statuary Exposed facing while main facing is hidden (Vehicle) Going to ground Cover Chart Shrouded Special Rule Going to ground (Crater, Defense Line) Scatterfield -> Unit in control has +1 Cover Save Grav Wave Generator 1 3 4 5 6 Cleanse and Control Contact Lost Mysterious Objectives Sabotaged -> Roll D6. On 1, All units in 3" suffer D6 S4 AP- Hits Nothing of Note Skyfire Nexus -> Unit in control can choose to have Skyfire or not Targeting Relay Destroyer Weapon (Unsaveable if 6) Vehicle/Building - Lucky Escape: No effect Non-Vehicle - Lucky Escape: No effect Vehicle/Building - Solid Hit: Penetrating Hit causing D3 HP lost Non-Vehicle - Seriously Wounded: Hit causing D3 Auto-Wounds Vehicle/Building - Devastatin Hit: Penetrating Hit causing D6+6 HP lost Non-Vehicle: Deathblow: Hit causing D6+6 Auto-Wounds 1 2-5 6 Thunderblitz for Tank Shocking or Ramming Tank Shock - No effect: Tank Shock as normal Ram - No effect: Ram as normal Tank Shock - Kerr-runch: D6 S6 AP4 + Tank Shock as normal Ram - Kerr-smash: Extra D6 AP + Ram as normal Tank Shock - Overrun: 2D6 S10 AP2 + Tank Shock as normal Ram - Flipped: Rammed Vehicle scatters D6" + Explodes! Stomp table against Non-Vehicles or vehicles Non-Vehicles - No effect: stomped unit gets out of the way Vehicles - No effect: stomped unit gets out of the way Non-Vehicles - Kerr-runch: models under template suffer S6 AP4 Vehicles - Kerr-smash: one vehicle suffers Penetrating hit -> Unit in control rerolls failed Shooting To Hit of 1 FMC (Swoop) FMC (Glide) Charge Fall Back Difficult Terrain Unit Type Run Move Artillery Beast 18-36" - 0-D6" 0-2D6" 3D6" Chariot Cavalry Bike (Vehicle) 0-6" 2D6, take highest 0-D6" 12-24" No effect 0-2D6" - 0-2D6" No effect Not slowed, Dangerous (Vehicle) 18/19-36" (Vehicle) - Initiative step 1 Unit Movement Range As per Bike, or as per Skimmer, depending on type Not slowed, Dangerous Not slowed, Dangerous No effect 0-6" Treat as Dangerous - - Start/End = Dangerous 0-D6" 0-2D6" (!) - Skimmer (Fast) Vehicle 0-6"/7-12" Start/End = Dangerous 0-12" 3D6, take highest 0-D6" 0-2D6" (!) 0-D6" 0-2D6" 18/19-36" No effect 12-24" - Flyer (Supersonic) Flyer (Hover) Infantry Jet Pack Jetbike Jetbike (Eldar) Jump 2D6" 0-6" 2D6, take highest Vehicle (Fast) 0-12" - 2D6" 0-6" Start/End = Dangerous - 0-6"/7-12" Treat as Dangerous 0-12" - Treat as Dangerous 0-6" - - - 0-6" 3D6, take highest 0-D6" 0-2D6" 0-D6" 0-2D6" (!) 0-6"/7-12" 3D6" Not slowed, Dangerous 0-12" 0-2D6" 3D6" 0-12" - 0-6"/7-12" 0-6" 3D6" Flyer (Zoom) 2D6" 0-12" No effect 0-D6" 0-2D6" 3D6" - - - - 3D6" - - Charge Distance -2, Initiative step 1 Jump or FMC (Glide): May use Jump for either Move (12" i.s.o. 6") or Charge (Reroll Charge distance & get Hammer of Wrath) Eldar Jetbike: May move 2D6" during Assault Phase when not charging Jet Pack: May move 2D6" during Assault Phase when not Charging 0-6"/7-12" Start/End = Dangerous 0-18" - - 2D6" 0-12" Walker Vehicle (Heavy) - 0-6" 2D6, take highest 0-D6" 0-2D6" - 0-12" 3D6, take highest 0-D6" 0-2D6" Initiative step 1 0-12" Start/End = Dangerous 0-36" (or) 0-2D6" (!) 0-12" Start/End = Dangerous 0-24" (or) 0-2D6" Charge Distance -2, Initiative step 1 Start/End = Dangerous Not slowed, Dangerous Not slowed, Dangerous Walker (S-Heavy) 0-12" 2D6, take highest 0-D6" 0-2D6" Charge Distance -2, Initiative step 1 - Initiative step 1 3D6" FGC (Swoop) 12-24" No effect 0-2D6" - - - Start/End = Dangerous MC Skimmer FGC (Glide) 0-12" 3D6, take highest 0-D6" GC 0-2D6" (!) - - 0-18" - - - - - Difficult Terrain - 2D6" Start/End = Dangerous Initiative step 1 3D6" Name Range Str AP Type Astartes Grenade Launcher (Frag) 24" 3 6 Rapid Fire, Blast Astartes Grenade Launcher (Krak) 24" 6 4 Rapid Fire Airbursting Fragmentation Projector 18" 4 5 Assault 1, Barrage, Large Blast, Ignores Cover Angelus Boltgun 12" 4 4 Assault 2 Animus Speculum 12" 5 1 Assault 2* Assault Cannon 24" 6 4 Heavy 4, Rending Autocannon 48" 7 4 Heavy 2 Autogun 24" 3 - Rapid Fire Autopistol 12" 3 - Pistol Auxiliary Grenade Launcher (Frag) 12" 3 6 Assault 1, Blast Auxiliary Grenade Launcher (Krak) 12" 6 4 Assault 1 Avenger Shuriken Catapult 18" 4 5 Assault 2 Baneblade Cannon 72" 9 2 Primary Weapon 1, Apocalyptic Blast Barbed Strangler 36" 4 5 Assault 1, Large Blast, Pinning Battle Cannon 72" 8 3 Ord 1, Large Blast Big Lobba 48" 6 4 Ord 1, Large Blast, Barrage Big Shoota 36" 5 5 Assault 3 Big Zzappa 48" 2D6 2 Heavy D3 Bigbomm Model 4 5 Large Blast, Single, Scatters D6" Blast Pistol 6" 8 2 Pistol, Lance Blaster 18" 8 2 Assault 1, Lance Blastmaster (Single Frequency) 48" 8 3 Heavy 1, Blast, Pinning Blastmaster (Varied Frequency) 36" 5 4 Assault 2, Pinning Bloodstrike Missile 72" 8 1 Heavy 1, Single Bolt of Tzeentch 24" 8 1 Assault 1 Bolt Pistol 12" 4 5 Pistol Boltgun 24" 4 5 Rapid Fire Bomb Squig 28" 8 - Nearest Enemy (2+) or Friendly (1) Vehicle Boom Kannisters 10" 4 5 Large Blast , One Shot, Pinning, Fire at Max range Boomgun 36" 8 3 Ord 1, Large Blast Breath of Chaos Temp * 1 Assault 1, Poison (4+) Bright Lance 36" 8 2 Heavy 1, Lance Burna Temp 4 5 Assault 1 Burst Cannon 18" 5 5 Assault 4 Chem Cannon Temp 1 3 Heavy 1, Poisoned (2+)* Cluster Spines 18" 5 - Assault 1, large Blast Colossus Siege Mortar 24-240" 6 3 Ord 1, Barrage, Large Blast* Cyclic ion Blaster (Overcharge) 18" 8 4 Heavy 1, Gets Hot, Large Blast Cyclic Ion Blaster (Standard) 18" 7 4 Assault 3 Cyclone Missile Launcher (Frag) 48" 4 6 Heavy 2, Blast Cyclone Missile Launcher (Krak) 48" 8 3 Heavy 2 Da Rippa 24" 7 2 Assault 3, Gets Hot! Dakkagun 18" 5 5 Assault 3 Dakkakannon 24" 8 4 Assault 4 Dark Lance 36" 8 2 Heavy 1, Lance D-Cannon 24" X* 2 Heavy 1, Barrage, Blast Death Ray 12" 10 1 Heavy 1 Death Spinner 12" 6 - Assault 2 Deathspitter 18" 5 5 Assult 3 Deathstrike 12" 7 2 Assault 1 Deathstrike Missile 12" + 10 1 Ord 1, Barrage, 10" Blast, Single, Ignores Cover Deathwind Launcher 12" 5 - Heavy 1, Large Blast Deffgun 48" 7 4 Heavy D3 Deffstorm Mega-Shoota 36" 6 4 Heavy 3D6 Demolisher Siege Cannon 24" 10 2 Ord 1, Large Blast Devourer 18" 4 - Assault 3* Disintegrator Cannon 36" 5 2 Heavy 3 Ranged Weapons Doom Siren Temp 5 3 Assault 1 Doomsday Cannon (Combat Speed) 24" 7 4 Heavy 1, Blast Doomsday Cannon (Stationary) 72" 9 1 Heavy 1, Large Blast Dragon's Breath Flamer Temp 5 4 Assault 1 Earthshaker Cannon 36-240" 9 3 Ord 1, Barrage, Large Blast Eldar Missile Launcher (Krak) 48" 8 3 Heavy 1 Eldar Missile Launcher (Plasma) 48" 4 4 Heavy 1, Blast, Pinning Eradicator Nova Cannon 36" 6 4 Heavy 1, Large Blast, Ignores Cover Eternity Gate (Portal of Exile) D6" X - Heavy 1, Special Exarch Deathspinner 12" 6 - Assault 4 Executioner Pistol 12" 4 2 Pistol, Poisoned (2+) Executioner Plasma Cannon 36" 7 2 Heavy 3, Blast, Gets Hot Exitus Pistol 12" X 1 Pistol, Sniper Exitus Rifle 36" X 1 Heavy 1, Sniper Exorcist Missile Launcher 48" 8 1 Heavy D6 Exterminator Autocannon 48" 7 4 Heavy 4, Twin-Linked Firepike 18" 8 1 Assault 1, Melta Flakk Missile 48" 7 4 Heavy 1, Skyfire Flakka Gunz 48" 7 4 Assault 4, Skyfire, Interceptor Flamer Temp 4 5 Assault 1 Flamespurt Temp 5 4 Assault 1 Flamestorm Cannon Temp 6 3 Assault 1 Flesh Hooks 6" 6 - Assault 2, Rending Fleshborer 12" 4 5 Assault 1 Fleshborer Hive 12" 4 5 Assault 20 Frag Cannon Temp 6 - Assault 2, Rending Fusion Blaster 12" 8 1 Assault 1, Melta Fusion Gun 12" 8 1 Assault 1, Melta Fusion Pistol 6" 8 1 Pistol, Melta Gatling Psilencer 24" 4* - Heavy 12 Gauntlet of Fire Temp 4 5 Assault 1 Gauss Blaster 24" 5 4 Rapid Fire, Gauss Gauss Cannon 24" 5 3 Assault 2, Gauss Gauss Flayer 24" 4 5 Rapid Fire, Gauss Gauss Flux Arc 24" 4 5 Heavy 3*, Gauss Grav-Cannon 24" * 2 Salvo 3/5, Concussive, Graviton Grav-Gun 18" * 2 Salvo 2/3, Concussive, Graviton Grav-Pistol 12" * 2 Pistol, Concussive, Graviton Grenade Launcher (Frag) 24" 3 6 Assault 1, Blast Grenade Launcher (Krak) 24" 6 4 Assault 1 Grenadier Gauntlet 12" 4 6 Assault 1, Blast Griffon Heavy Mortar 12-48" 6 4 Ord 1, Barrage, Large Blast* Grot Blasta 12" 3 - Assault 1 Grot Sponsons 24" 4 5 Assault 2, Grot Gunner Grotzooka 18" 6 5 Heavy 2, Blast Hand Flamer Temp 3 6 Pistol Harvester 24" 4 5 Assault 6 Havoc Launcher 48" 5 5 Heavy 1, Blast, Twin-Linked Hawk's Talon 24" 5 5 Assault 3 Haywire Blaster 24" 4 4 Assault 1, Haywire Heat Lance 18" 6 1 Assault 1, Lance, Melta Heat Ray (Dispersed) Temp 5 4 Heavy 1 Heat Ray (Focussed) 24" 8 1 Heavy 2, Melta Heavy Bolter 36" 5 4 Heavy 3 Heavy Burst Cannon (Nova-Charge) 36" 6 4 Heavy 12, Gets Hot, Rending, Nova-Charge Heavy Burst Cannon (Standard) 36" 6 4 Heavy 8 Heavy Flamer Temp 5 4 Assault 1 Heavy Gauss Cannon 36" 9 2 Assault 1, Gauss Heavy Incinerator Temp 6 4 Heavy 1, Torrent Heavy Psycannon 34" 7 4 Heavy 1, Large Blast, Rending Heavy Rail Rifle 60" 8 1 Heavy 1 Heavy Stubber 36" 4 - Heavy 3 Heavy Venom Cannon 36" 9 4 Assault 1, Blast* Hellfury Missiles 72" 4 5 Heavy 1, Large Blast, Ignores Cover, Single Hellstrike Missiles 72" 8 3 Ord 1, Single Hexrifle 36" X 4 Assault 1, Sniper High-Yield Missile Pod 36" 7 4 Heavy 4 Hot-Shot Lasgun 18" 3 3 Rapid Fire Hot-Shot Laspistol 6" 3 3 Pistol Hot-Shot Volley Gun 24" 4 3 Salvo 2/4 Hunter-Killer Missile Inf 8 3 Heavy 1, Single Hydra Autocannon 72" 7 4 Heavy 2, Skyfire Icarus Lascannon 96" 9 2 Heavy 1, interceptor, Skyfire Impaler Cannon 24" 8 4 Assault 2* Implosion Missile 48" * 2 Assault 1, Blast, Single Incinerator Temp 6 4 Assault 1 Inferno Cannon Temp 6 4 Heavy 1, Torrent Inferno Pistol 6" 8 1 Pistol, Melta Infernus Pistol 6" 8 1 Pistol, Melta Ion Accelerator (Nova-Charge) 72" 9 2 Ord 1, Gets Hot, Large Blast, Nova-Charge Ion Accelerator (Overcharge) 72" 8 2 Heavy 1, Gets Hot, Large Blast Ion Accelerator (Standard) 72" 7 2 Heavy 3 Ion Cannon (Overcharge) 60" 8 3 Heavy 1, Gets Hot, Large Blast Ion Cannon (Standard) 60" 7 3 Heavy 3 Ion Rifle (Overcharge) 30" 8 4 Heavy 1, Blast, Gets Hot Ion Rifle (Standard) 30" 7 4 Rapid Fire Kannon (Frag) 36" 4 5 Heavy 1, Blast Kannon (Shell) 36" 8 3 Heavy 1 Killkannon 24" 7 3 Ord 1, Large Blast Kroot Gun 48" 7 4 Rapid Fire Kroot Rifle (Pulse Round) 24" 4 6 Rapid Fire Kroot Rifle (Sniper Round) 24" X 6 Heavy 1, Sniper Kustom Mega-Blasta 24" 8 2 Assault 1, Gets Hot! Kustom Mega-Kannon 36" 8 2 Assault 1, Blast, Gets Hot! Lasblaster 24" 3 5 Assault 2 Lascannon 48" 9 2 Heavy 1 Laser Lance 6" 6 4 Assault 1, Lance Lasgun 24" 3 - Rapid Fire Laspistol 12" 3 - Pistol Lifta-Droppa (Jury-Rigged) 48" D6* - Not against vehicles that had HP 5+ Liquifier Gun Temp 4 D6 Assault 1 Lobba 48" 5 5 Heavy 1, Barrage, Blast Longshot Pulse Rifle 48" X 5 Rapid Fire, Sniper Macro-Cannon 72" 7 4 Heavy 2, Large Blast Magna-Grapple 12" 8 2 Heavy 1, Grapple Markerlight 36" - - Heavy 1* Mawcannon (Phlegm) 36" 8 3 Assault 1, Large Blast Mawcannon (Tongue) 24" 10 1 Assault 1 Mawcannon (Vomit) Temp 6 4 Assault 1 Medusa Siege Cannon 36" 10 2 Ord 1, Large Blast Melta Cannon 24" 8 1 Heavy 1, Blast, Melta Meltagun 12" 8 1 Assault 1, Melta Mindstrike Missile 72" 4 5 Heavy 1, Blast, Single, Psy-Shock Missile Launcher (Flakk Missile) 48" 7 4 Heavy 1, Skyfire Missile Launcher (Frag Missile) 48" 4 6 Heavy 1, Blast Missile Launcher (Krak Missile) 48" 8 3 Heavy 1 Missile Pod 36" 7 4 Assault 2 Monoscythe Missile 48" 6 5 Assault 1, Large Blast, Single Mortar 48" 4 6 Heavy 1, Barrage, Blast Multi-Laser 36" 6 6 Heavy 3 Multi-Melta 24" 8 1 Heavy 1, Melta Multiple Rocket Pod 24" 4 6 Heavy 1, Large Blast Necrotoxin Missile 48" X 5 Assault 1, Large Blast, Poisoned (2+), Pinning, Single Needle Pistol 12" 3* 2 Pistol Neural Shredder Temp 8* 1 Pistol Neutron Blaster 18" 5 3 Assault 1 Orbital Bombardment X 10 1 Ord 1, Barrage Particle Beamer 24" 6 5 Heavy 1, Blast Particle Caster 12" 6 5 Pistol Particle Shredder 24" 7 4 Heavy 1, Large Blast Particle Whip 24" 8 3 Ord 1, Large Blast Plasma Cannon 36" 7 2 Heavy 1, Blast, Gets Hot Plasma Gun 24" 7 2 Rapid Fire, Gets Hot Plasma Pistol 12" 7 2 Pistol, Gets Hot Plasma Rifle 24" 6 2 Rapid Fire Prism Cannon (Dispersed) 60" 5 4 Heavy 1, Large Blast Prism Cannon (Focussed) 60" 9 2 Heavy 1, Blast Psilencer 24" 4* - Heavy 6 Psycannon 24" 7 4 Assault 2 or Heavy 4*, Rending Pulse Bomb - 5 5 Bomb 1, Large Blast, Single Pulse Carbine 18" 5 5 Assault 2, Pinning Pulse Laser 48" 8 2 Heavy 2 Pulse Pistol 12" 5 5 Pistol Pulse Rifle 30" 5 5 Rapid Fire Punisher Gattling Cannon 24" 5 - Heavy 20 Quad Ion Turret (Overcharge) 30" 8 4 Heavy 1, Gets Hot, Large Blast Quad Ion Turret (Standard) 30" 7 4 Heavy 4 Quad-Gun 48" 7 4 Heavy 4, Interceptor, Skyfire, Twin-linked Rail Rifle 30" 6 1 Rapid Fire Railgun (Solid Shot) 72" 10 1 Heavy 1 Railgun (Submunition) 72" 6 4 Heavy 1, Large Blast Ranger Long Rifle 36" X 6 Heavy 1, Sniper, Pinning Rattler Kannon 24" 4 6 Heavy 2D6, Jam! Reaper Autocannon 36" 7 4 Heavy 2, Twin-Linked Reaper Launcher 48" 5 3 Heavy 2 Ripper Gun 12" 5 - Assault 3 Ripper Pistol 12" X 2 Pistol, Sniper Ripper Tentacles 6" 6 - Assault 6 Rod of Covenant 6" 5 2 Assault 1 Rokkit-Bom Packs 48" 5 4 Heavy D3, Barrage, Blast, Out of Ammo Rokkit Launcha 24" 8 3 Assault 1 Rupture Cannon 48" 10 4 Assault 2 Scatter Laser 36" 6 6 Heavy 4 Seeker Missile 72" 8 3 Heavy 1, Single Shadow Weaver 48" 6 - Heavy 1, Barrage, Blast Shardcarbine 18" X 5 Assault 3, Poisoned (4+) Shatterfield Missile 48" 7* - Assault 1, Large Blast, Single Shattershard Temp X* X* Assault 1, Single Shokk Attack Gun 60" 2D6 2 Ord 1, Large Blast, SAG table Shoota 18" 4 6 Assault 2 Shotgun 12" 3 - Assault 2 Shredder 12" 6 - Assault 1, Blast Shrieker Cannon 24" 6 5 Assault 3, Pinning Shunta 24" 8 4 Heavy 1, Blast, Sunder Shuriken Cannon 24" 6 5 Assault 3 Shuriken Pistol 12" 4 5 Pistol Singing Spear 12" X 6 Assault 1 Skorcha Temp 5 4 Assault 1 Slugga 12" 4 6 Pistol Smart Missile System 24" 5 5 Heavy 4, Homing, Ignores Cover Snazzgun 24" 5 D6 Assault 1 Sniper Rifle 36" X 6 Heavy 1, Sniper Sonic Blaster 24" 4 5 Salvo 2/3, Ignores Cover Space Marine Shotgun 12" 4 - Assault 2 Spike Rifle 18" 3 - Assault 1 Spinefist 12" 3 5 Assault X*, Twin-Linked Spinneret Rifle 18" 6 1 Assault 1, Pinning Spirit Syphon Temp 4 3 Assault 1 Spirit Vortex 18" 3 3 Assault 1, Large Blast Splinter Cannon 36" X 5 Assault 4 or Heavy 6, Poisoned (4+)* Splinter Pistol 12" X 5 Pistol, Poisoned (4+) Splinter Pods 18" X 5 Assault 2, Poisoned (4+) Splinter Rifle 24" X 5 Rapid Fire, Poisoned (4+) Spore Mine Cysts * 4 4 Assault D3, Large Blast* Spore Mine Launcher 48" 4 4 Assault 1, Barrage, Large Blast* Staff of Light 12" 5 3 Assault 3 Star Lance 6" 8 4 Assault 1, Lance Starcannon 36" 6 2 Heavy 2 Stinger Pistol 12" X 5 Pistol, Poisoned (2+) Stinger Pod 24" 5 5 Assault 2, Blast Stinger Salvo 18" 5 4 Assault 4 Storm Bolter 24" 4 5 Assault 2 Storm Eagle Rockets 24-120" 10 4 Ord D3, Barrage, Large Blast Stormshard Mortar 48" 4 6 Heavy 2, Barrage, Blast, Ignores Cover, Shred Stranglethorn Cannon 36" 6 5 Assault 1, Large Blast, Pinning Stub Gun 12" 3 - Pistol Sunrifle 24" 3 5 Assault 6, Pinning Supa-Kannon 60" 9 3 Primary Weapon 1, Large Blast Supa-Lobba 48" 7 4 Ord 1, Massive Blast Supa-Skorcha Temp 6 3 Assault 1 Synaptic Disintegrator 24" X 5 Rapid Fire, Sniper Tachyon Arrow Inf 10 1 Assault 1 Taurox Battle Cannon 48" 7 4 Heavy 1, Blast Taurox Gattling Cannon 24" 4 - Heavy 10 Taurox Missile Launcher (Frag) 48" 4 6 Heavy 2, Blast Taurox Missile Launcher (Krak) 48" 8 3 Heavy 2 Tempest Launcher 36" 4 3 Heavy 2, Barrage, Blast Tesla Cannon 24" 6 - Assault 2, Tesla Tesla Carbine 24" 5 - Assault 1, Tesla Tesla Destructor 24" 7 - Assault 4, Tesla, Arc Thunderfire Cannon (Airburst) 60" 5 6 Heavy 4, Blast, Ignores Cover Thunderfire Cannon (Subterranean) 60" 4 - Heavy 4, Blast, Tremor Thunderfire Cannon (Surface) 60" 6 5 Heavy 4, Blast Transdimensional Beamer 12" X - Heavy 1, Exile Ray Triskele 12" 3 2 Assault 3 Typhoon Missile Launcher (Frag) 48" 4 6 Heavy 2, Blast Typhoon Missile Launcher (Krak) 48" 8 3 Heavy 2 Vanquisher Battle Cannon 72" 8 2 Heavy 1, Armourbane Venom Cannon 36" 6 4 Assault 1, Blast* Vespid Neutron Blaster 12" 5 3 Assault 1 Vibro Cannon 36" 4 - Heavy 1, Pinning Void Lance 36" 9 2 Assault 1, Lance Void Mine * 9 2 Assault 1, Blast, Single, Lance Vulcan Mega-Bolter 60" 6 3 Heavy 15 Warpfire 18" 4 4 Assault 3 Whirlwind MML (Incendiary) 12-48" 4 5 Ord 1, Barrage, Large Blast, Ignores Cover Whirlwind MML (Vengeance) 12-48" 5 4 Ord 1, Barrage, Large Blast Wraithcannon 12" X* 2 Assault 1 Zzap Gun 36" 2D6 2 Heavy 1 Name Range Str AP Type Big Choppa - +2 - Two-Handed Buzzsaw - x2 2 Specialist Weapon, Unwieldy Chainfist - x2 2 Armourbane, Specialist Weapon, Unwieldy Chainsword - User - - Choppa - User - - Close Combat Weapon - User - Da Rippa - x2 2 Specialist Weapon Dreadnought Close Combat Weapon - x2 2 - Equalizer - User 4 - Eviscerator - x2 2 Armourbane, Two-Handed, Unwieldy Force Sword - User 3 Force Force Axe - +1 2 Force, Unwieldy Force Stave - +2 4 Concussive, Force Grot-Prod - User - Poisoned (4+) Heavy Chainsword - +2 5 Two-Handed Honor Blade - +2 - Two-Handed Hunting Lance - +2 3 Specialist Weapon, Single (I+2) Kill Saw - 10 2 Melee, Shred Klaw of Gork (or possibly Mork) - 10 1 Concussive Kroot Rifle (Melee) - User 5 Two-Handed Lightning Claw - User 3 Shred, Specialist Weapon Mork's Teeth - User - +1A, Re-roll failed To Hit Nest of Vipers - User - +D6A at I=4, Poisoned (2+) Power Axe - +1 2 Unwieldy Power Fist - x2 2 Specialist Weapon, Unwieldy Power Klaw - x2 2 Specialist Weapon, Unwieldy Power Lance (Charging) - +1 3 - Power Lance (Standard) - User 4 - Power Maul - +2 4 Concussive Power Sword - User 3 - Rippa Klaw - 10 2 Melee, Sunder Servo-Arm - x2 1 Specialist Weapon, Unwieldy Tankhammer - 10 - Two-Handed The Dawn Blade - User 2 Armourbane Thunder Hammer - x2 2 Concussive, Specialist Weapon, Unwieldy 'Urty Syringe - User - Poisoned (4+) Witchblade - User - Armourbane, Fleshbane Name Range Str AP Type Assault Grenade 8" 3 - Assault 1, Blast Defensive Grenade 8" 1 - Assault 1, Blast, Blind Demolition Charge (Thrown) 6" 8 2 Assault 1, Large Blast, Single Frag Grenade 8" 3 - Assault 1, Blast Haywire Grenade (Thrown) 8" 2 - Assault 1, Haywire Haywire Grenade (Vehicle) - 2 - Haywire Krak Grenade (Thrown) 8" 6 4 Assault 1 Krak Grenade (Vehicle/Monster) - 6 4 - Melta Bombs (Vehicle/Monster) - 8 1 Armourbane, Unwieldy Plasma Grenade (Thrown) 8" 4 4 Assault 1, Blast Plasma Grenade (Vehicle/Monster) - 4 4 - Stikkbomb 8" 3 - Assault 1, Blast Tankbusta Bomb (Thrown) 8" 6 4 Assault 1, Armourbane Tankbusta Bomb (Vehicle/Monster) - 6 4 Armourbane Melee Weapons Grenades Roll Charge Name Type Range Strength AP Type 12" 4 2 Assault 4 Range Strength AP Type 12" 6 2 Assault 2, Psyker or Friendly within 6" regains 1 Wound if any are caused Roll Charge Name Type 2 - Declare target if required, taking Line of Sight into account unless otherwise stated. Psykers in Transports can only use Witchfire 3 - Expend Warp Charge point and take Psychic Test. If 2 or more 6 are rolled, Psyker suffers Perils of the Warp 4 - If the Psychic Test was passed, one of the targets may take a Deny the Witch test (withpout bonuses if no target was required) 5 - If the Psychic Test was passed and Deny the Witch was unsuccesful, the Power is now resolved Acting player rolls a D6, the result being the base Warp Charge pool for both players this Psychic Phase Manifesting Psychic Powers 1 - Select Psyker and Psychic Power if Warp Charge points are available (even if he is Falling Back or Gone to Ground) Generating Warp Charges Every player then adds the total of their Mastery Levels to the pool and takes a number of dice to represent this pool 0 0 Force Blessing Force weapons of Psyker and his unit have "Instant Death" until start of next Psychic Phase. Number of Psychic Powers known equals Mastery Level If all Powers are generated from the same discipline, you get Psychic Focus, granting you the Primaris Power of that discipline If the Psyker has a Force weapon, he also gets the "Force" Psychic Power If the Psyker has Mark of Chaos or is a Deamon, he also gets the Primaris Power of his patron deity 5 1 6 1 3 1 4 1 1 2 1 Blessing Psyker gains +3 S, +3 T and Smash 2 1 Enfeeble Malediction Single Enemy Unit within 24" gets -1 S, -1 T and considers all terrain as Difficult Terrain 3 1 Life Leech Witchfire Blessing 5 2 Endurance Blessing Single Friendly Unit within 24" gets Eternal Warrior, Feel No Pain (4+) and Relentless 1 1 Biomancy Effect Primaris Power 1 Smite Witchfire 6 2 Haemorrhage Focussed Witchfire Target model within 18" must pass 2 Toughness Tests and suffers an unsaveable Wound for every failed Test. If slain, randomly select a model (Friend or Foe) within 2". Repeat the process (with single Toughness Test) until a model survives (or no suitable models in range). Psyker gains +3 I, +3 A and Fleet Determining number of Psychic Powers 1 1 Iron Arm 4 1 Warp Speed Sanctic Daemonology (Not for Daemon Psykers) - Perils of the Warp on any double roll (except for Grey Knight Psykers) Effect Primaris Power Roll Charge Name Type Roll Charge Name Type Roll Charge Name Type Range Strength AP Type Temp 5 4 Assault 1, Soul Blaze Range Strength AP Type 24" 4 5 Assault 1, Soul Blaze, Blast, Ignores Cover Range Strength AP Type 6" 4 5 Assault 2D6, Blind, Ignores Cover Range Strength AP Type 12" 8 1 Assault 1, Melta Single Friendly Unit within 12" can Re-Roll all failed To Hit rolls When rolling for Reserves, Outflank and Mysterious Terrain, you roll 3 dice and choose the result you want Weapons of Psyker and his Unit have "Ignores Cover" Scrier's Gaze Blessing 2 1 Forewarning Blessing Witchfire Blessing Nova Inferno Spontaneous Combustion Sunburst Focussed Witchfire Psyker can Re-Roll all failed To Hit and To Wound rolls, as well as Failed Saving Throws 4 1 Perfect Timing Blessing 5 1 Precognition Blessing Single Friendly Unit within 12" has 4+ Invulnerable Save 3 1 Misfortune Malediction Malefic Daemonology (Not for Grey Knight Psykers) - Perils of the Warp on any double roll (except for Daemon Psykers) Single Enemy Unit within 24" must Re-Roll succesful Saving Throws 1 1 2 1 6 2 Molten Beam 3 1 1 1 Primaris Power 1 2 3 4 1 1 6 1 4 1 5 1 5 Psyker gains 4+ Invulnerable Save, +2 S and his Close Combat attacks have "Soul Blaze" Single Friendly Unit within 24" has 4+ Cover Save against Shooting attacks that do not have "Soul Blaze" or "Melta". Additionally, every Unit that makes a succesful Charge against the Unit suffers 2D6 S4 AP- hits, resolved at Initiative Step 10. Target Model within 18"suffers a Wound (no Armour or Cover Saves allowed). If slain, centre Small Blast Marker over the Target before removing him from play. All Models under the Marker suffer a S4 AP5 hit with "Ignores Cover" Beam Blessing Witchfire Flame Breath Fiery Form Fire Shield Primaris Power 1 6 1 1 1 Pyromancy Effect Effect Divination Effect Primaris Power 1 Prescience Blessing 1 1 Foreboding Blessing Psyker and his Unit have "Counter-Attack" and fire Overwatch at Full BS Roll Charge Name Type Range Strength AP Type 18" 6 - Assault 1, Strikedown Range Strength AP Type 12" 3 - Assault D6, Pinning Range Strength AP Type 12" 10 1 Heavy 1, Blast* (TGT Psyker if his Psychic Test fails) Roll Charge Name Type 6 Single Enemy Unit within 12" suffers [3D6 - its Leadership] Wounds (no Armour or Cover Saves allowed) Single Enemy Unit within 24" receives no benefit from "Fearless" and treats all his Enemy Units as having "Fear". Furthermore, it must immediately take a Morale Check Single Friendly Unit within 24" is Invisible. It gains "Shrouded" and "Stealth", ignores "Counter-Attack" and Models attacking the Unit count as having WS1 Single Enemy Unit within 24" rolls D6. 1-2: Pinned (unless auto passing Pinning Tests or Locked in Combat). 3-4: Cannot Shoot, Run, Charge or fight in Close Combat. 5-6: Every model inflicts single hit on his own Unit (Strongest weapon) 1 Terrify Malediction 5 2 Invisibility Blessing 6 2 Hallucination Malediction 2 1 Mental Fortitude Powers of the Hive Mind (Codex Tyranids) Primaris Power 1 2 3 4 5 4 Single Friendly Unit within 12" has 5+ Invulnerable Save against Shooting attacks. For every succesful Invulnerable Save, a chosen unengaged enemy Unit within 6" (if any) suffers a hit with S and AP of the original Shot (Templates are not repositioned) Single Enemy Unit within 24" must Re-Roll To Hit and To Wound Rolls of 6. If the chosen Unit is a Vehicle (Squadron), each Vehicle suffers a S1 Hit with "Haywire" Place a Counter in Base Contact with a Model from the Psyker's Unit, removing the unit from the Board. It then immediately arrives via Deep Strike within 24" of the Counter. If the Unit counts 2+ Models, one Model is claimed by the Warp on a Double Scatter Roll Primaris Power 1 Assail Beam Target Model within 18" suffers a S[2D6] AP[D6] hit (automatically Wounding or automatically Penetrating Hit upon rolling 11+ S) Single Friendly Unit within 24" gains "Fearless" and immediately Regroups if Falling Back 3 1 Puppet master Focussed Witchfire Target Enemy Model within 24" immediately makes a Shooting attack as if it was on of your models (cannot target his own Unit) Telepathy Effect Primaris Power 1 Psychic Shriek Witchfire 1 1 Dominate Malediction Single Enemy unit within 24" must pass Leadership Test each time it attempts to Move, Shoot, Run or Charge. If the Test fails, the action is forfeit and the Unit can do nothin that Phase Blessing Telekine Dome Blessing Focussed Witchfire Gate Of Infinity Blessing Objuration Mechanicum 5 1 Vortex Of Doom Witchfire 2 1 3 1 4 1 1 1 Crush 6 2 Shockwave Nova Malediction Telekinesis Effect Roll Charge Name Type Range Strength AP Type 24" 6 3 Assault 1, Blast Range Strength AP Type 18" 10 2 Assault 1 Range Strength AP Type Temp 7 2 Assault 1 Range Strength AP Type 24" 2D6* 4 Assault 1, Large Blast, Barrage 5 2 Power Vomit Witchfire 6 2 Da Krunch Witchfire 3 1 Da Jump Blessing Remove psyker and unit from the board and immediately make it Deep Strike anywhere on the battlefield. If the unit scatters and a double is rolled, it can only make Snap Shots until the start of its next turn. 4 2 Killbolt Beam 1 1 'Eadbanger Focussed Witchfire Target within 24" must take Toughness test or suffer a Wound with no Armour or Cover Saves allowed. 2 1 Warpath Blessing All models in the psyker's unit that have the 'Ere We Go special rule gain +1 Attack Weirdboy [Codex Orks] Effect Primaris Power 1 Frazzle Witchfire Acute Senses Unit may re-roll table edge in case of random table edge (Outflank or special rule). Adamantium Will +1 Deny the Witch rolls. Ammunition Dump Provides 5+ Cover Save and models within 2" may re-roll To Hit rolls of 1 in Shooting Phase. Area Terrain Always treated as Difficult Terrain. Models inside receive 5+ Cover Save. Models that Go to Ground receive +2 Cover Save. Assault Grenade Models equipped with Assault Grenades don't suffer the penalty to Initiative for charging through Difficult Terrain. Assault Vehicle Passengers disembarking can Charge same turn, even if Vehicle was destroyed, unless if it arrived from Reserve. Assault Weapon Can fire after Moving. Bearer can Charge even after having fired. Armourbane Roll 2D6 for Armour Penetration against Vehicles instead of D6. Basilica Administratum Ruins. Unit identifying Objective within may choose to reroll the dice to determine what it is. Battlefield Debris Considered Difficult Terrain, with possible additional rules. Battlescape Dangerous Terrain. 5+ Cover Save. Beasts Can move 12", not slowed by Difiicult Terrain, automatically pass Dangerous Terrain tests and Fall Back 3D6". Has Fleet. Blind BS and WS become 1 until end of their next turn unless passing Initiative Test. Bulky Counts as 2 models for purpose of Transport Capacity (Very Bulky = 3, Extremely Bulky = 5). Cavalry Can move 12", not slowed by Difiicult Terrain (treated as Dangerous Terrain), and Fall Back 3D6". Fleet & Hammer of Wrath. Comms Relay Provides a 5+ Cover Save and unengaged models within 2" let their owner re-roll Reserve Rolls. Concussive Model suffering 1 or more Unsaved Wounds is reduced to Initiative 1 until the end of the following Assault Phase. Counter-Attack If unlocked unit is charged, every model with this rule gains +1 Attack until end of phase. Cover Save Cover Saves are received if at least 25% of the model is obscured. Unless specified otherwise, cover provides 5+ Save. Crashed Lander Each piece must be placed within 3" of another piece. Difficult Terrain (Mysterious). Mysterious Wreckage (D6) Blessing Bike Crash & Burn Conjuration Brotherhood of Psykers/Sorcerers Buildings Not slowed by Difficult Terrain (considered instead as Dangerous Terrain) & can shoot 1 weapon per rider. They cannot Go to Ground and cannot be Pinned. Hammer of Wraith, Jink, Relentless & Very Bulky. Unit counts as Mastery Lvl 1 Psyker, Range and Line of Sight are measured from any model with this rule. If unit suffers Perils of the Warp (or Psyker-targetting attack), resolve it against random model. And They Shall Know No Fear Artillery Bombing Run Chariot Challenge Zooming Flyers getting Wrecked or Explodes become a Large Blast marker, which then scatters 2D6", dealing S6 AP- to any model under the marker. Any embarked model suffers a S10 Hit with no Armour Save allowed, after which the durvivors are placed anywhere within 3" of the Blast mareker in unit coherency. Unplacable models are removed as casualties. Special attack performed during Movement Phase. Bomb marker can be placed on any one model the Zooming Flyer or Swooping FMC passed over that turn and scatters D6". Flyers can not move Flat Out after a Bombing Run and count as having fired 1 weapon already. Psychic Power that lasts until the start of the psyker's next psychic phase, unless otherwise stated. They can affect 1 or more units (even Locked in Combat) and the Psyker himself. Bonuses are cumulative (Blessings are not) but cannot take characteristics above 10 or below 1, unless otherwise stated. May Move if 1 crewman per gun. If Moved, gun cannot fire (not even Snap Shots). Gun may be fired by any crewman within 2", Other crewmenmay fire their personal weapon at same target. To fire, there must be line of sight from gun model & gunner. Only crew can Go to Ground. Unit automatically loses Sweeping Advance Initiative Tests. Unit automatically passes Fear & Regroup Tests + may Shoot (or Run) and Charge that turn instead of the 3" Move. If unit is caught by Sweeping Advance, it remains Locked in Combat. Issued at start of the Fight Sub-Phase by Character. If refused, the model refusing cannot strike blows this turn, nor can his Leadership be used for the remainder of the Phase. If accepted, both combatants are moved into Base Contact & considered in Base Contact only with each other. If one of the participants is a single model, The unit to which his opponent belongs can only give Morale Support (See entry). If both competitors survive a Challenge, the fight continues in the next round, although another Character might intercede in a Glorious Intervention (See entry). If a combatant is slain, excess Wounds are allocated to unit. May Charge in the Assault Phase if not Moved Flat Out in preceding Shooting Phase (as per Bike or Skimmer). Its rider is in Base Contact with all enemy models in Base Contact, is Fearless & Relentless. Chariot has Hammer of Wrath (D6 Attacks at S6 AP-). Can only fire Overwatch with weapons of Rider. Access like Assault Vehicles (Through Repel the Enemy). Buildings have Fire Points (2 models can Shoot per Point). When Shooting at buildings, roll To Hit and Armour Penetration, when Assaulting, it is Hit automatically. Buildings suffering Glancing or Penetrating Hit lose 1HP. If 1 or more Building facings are reduced to Armour Value 0 or if its HP are reduced to 0, it immediately suffers Total Collapse. If a Penetrating Hit is scored, roll on the Building Damage Table. Can be Claimed and will remain Claimed until Destroyed or Claimed by the enemy. Psychic Power that summons a specified number and type of units. These units arrive via Deep Strike within the power's maximum range. If after Deep Strike mishap they enter ongoing reserve, they can Deep Strike anywhere on the board. They have no upgrades and are usually scoring units. If the summoned unit is a Psyker, generate it's Powers right away. Baricades/Walls Provides 4+ Cover Save and Models in Base Contact with it are in Base Contact with enemy models in Base Contact on its other side. Charging models behind Barricades or Walls counts as Charging through Difficult Terrain. Battlements 4+ Cover Save and Difficult Terrain. They are Access Points. Jump, Jet Pack, Jetbikes and Skimmers need not take Dangerous Terrain Tests if starting/ending on a Battlement. If Template or Blast hits a Unit on a Battlement, its Building is also Hit. Barrage Can fire without Line of Sight (BS is not subtracted from the Scatter). Shot is considered coming from the center of the Template. Hits against vehicles are against Side Armour. Resolve Consequent Hits starting from the previous Template. Crater Provides 6+ Cover Save. Models Going to Ground in Craters get +2 Cover Save instead of +1. Crusader Unit rolls extra Run dice and uses highest. It also adds D3 to Sweeping Advances. Daemon Model has 5+ Invulnerable Save & Fear special rule. Defence Lines Same as Barricades & Walls, but models Going to Ground get a 2+ Cover Save instead of +1. Defensive Grenade Models Charging equipped Models get no bonus attacks on the Charge (unless Locked in Combat or Gone to Ground). Destoyer Weapons Roll on Destroyer Weapon table instead of rolling To Wound. Assume S10 for determining Instant Death. Dilapidated Building -2 Armour Value, Emplaced Weapons on these Buildings cannot be fired. Disordered Charge If a unit chooses to Charge multiple units, it does not get the +1 Charge bonus to Attacks. Dive Swooping model can Dive after attacker's To Hit & Wound rolls to gain Jink (+ only Snap Shots until end of next turn). Dozer Blade Vehicle re-rolls failed Dangerous Terrain tests and gets +1 FA when Ramming. Emplaced Weapons Manual Fire (occupying model fires instead of own weapon) or Automated Fire (Shot by Building at nearest enemy at BS2), Eternal Warrior Model is immune to Instant Death, it suffers 1 Wound instead. Evade After enemy To Hit rolls, Zooming Flyers may choose to Evade, getting Jink but only being capable of Snap Shots next turn. Extra Armour Vehicles treat Crew Stunned as Crew Shaken. Fast Vehicle Move 12" Flat Out, Stationary if Moved at Combat Speed &fires 2 weapons at full BS if Cruising (rest are Snap Shots). Fear At start of each Fight sub-phase, units in Base Contact failing Leadership Test have WS 1 for that sub-phase. Fearless Unit automatically passes Pinning, Fear and Regroup Tests, as well as Morale Checks, but cannot Go To Ground. Feel No Pain (X+) Model rolls D6 for each Unsaved Wound (except Instant Death or Destroyer ), discounting it on a X+ (Default 5). Fleet Unit entirely composed of models with this rule can re-roll 1 or more dice when determining Run moves or Charge range. Fleshbane Model always Wounds on a 2+ (except against Vehicles or Buildings) Furious Charge Model gets +1 Strength until end of the phase when Charging into combat (unless it was a Disordered Charge). Graviton To Wound = Armour Save. Against Vehicles, a D6 roll of 6 causes Immobilised and 1 HP loss. No effect on Buildings. Flyer Flyers begin in Reserve. Distances are measured from the hull, ignoring the base (except during Assault or (dis)embarcation). Flyers may Move and end their Move over other models, but Flyer's base must remain 1" from Enemy models at all times. At start of every Shooting Phase, they can choose to use Skyfire special rule (applying to all weapons). Move 2D6 towards their table edge (possibly moving through the models with which they were engaged). If unable to Fall Back without doubling back, the unit is destroyed. Units falling back may only fire Snap Shots. It may attempt to Regroup as described under Regrouping. Units falling back automatically pass Pinning tests and must test for Regroup when Charged. Dangerous Terrain Death or Glory Deny the Witch Difficult Terrain Fall Back Focus Fire Flying Monstrous Creature Can Move using 1 of two Flight Modes (Gliding & Swooping). At the start of its Move, it must declare whether it is Swooping or Gliding and cannot charge the same turn. When Gliding it Moves, Runs & Charges exactly like a Jump Monstrous Creature. Flying Monstrous Creatures have the Fear, Hammer of Wrath, Move Through Cover, Relentless, Jink, Smash & Vector Strike special rules. See Swooping entry. Upon declaring to enter during Movement Phase or when starting said Phase inside, units take Difficult Terrain test (2D6, selecting highest result, this being the maximum moveable distance). When Charging through Difficult Terrain, substract 2 from the charge roll and strike at Initiative 1 (unless Assault/Plasma Grenades or enemy Gone to Ground). 5+ Cover Save. As Difficult Terrain, but unit takes Dangerous Terrain test upon leaving, entering or moving within (D6), suffering a Wound on a roll of 1, with no Cover Saves allowed. This Dangerous Terrain test must only be taken once every phase, unless the unit moves into another Dangerous Terrain (even if it is the same type). If a unit passes the Tank Shock Morale Check, 1 model may make a single attack that automatically Hits the Front Armour. If the result of the attack is Explodes/Wrecked/Immobilized/Crew Stunned the Tank stops immediately. If it fails, the model is removed (ignoring Armour/Invulnerable Saves) On a D6 roll of 6, the target nullifies the Psychic Power. If the target's unit contains Psykers of less or equal Mastery Level than the manifesting model, add +1 to the roll result. If the target unit contains Psykers of higher Mastery Level than the manifesting model, add +2 to the roll result. For each To Hit of 1, the firing model suffers a savable Wound. Vehicles suffer Glancing Hit on further roll of 1, 2 or 3. Models with weapons that do not roll To Hit must roll a D6 before firing, suffering a Wound on a 1 without shot being fired (Vehicles instead suffer Glancing Hit on 1, 2 or 3). Weapons with re-rollable To Hit only suffer Wound if the re-roll is also a 1. Gets Hot Go to Ground After To Hit & To Wound rolls (before Saves), Unit can receive +1 Cover Save but cannot Move, Run or Charge & may only fire Snap Shots (no Overwatch) until end of their next turn. The unit is affected by enemy actions (f.e. Morale Checks) & will fight as usual when Assaulted. Enemies charging do not receive the Initiative penalty for assaulting through Difficult Terrain. You may choose to Focus Fire on certain Cover Save value, meaning that Wounds can only be allocated to models with that Cover Save or worse. Models that were elligible at declaration of Focus Fire, but Go to Ground (increasing Cover Save) are still elligible for targetting even though their Cover Save has changed. Can be declared by a Character at the start of his own Fight Sub-Phase before any blows are struck, if a friendly Character in the same combat is about to fight a second or subsequent round of a Challenge. If he passes the Initiative Test, this Character takes the place of the friendly Character. Only one Glorious Intervention is allowed for each Challenge per turn. Glorious Intervention Deep Strike Place first model and Scatter, then arrange others around it. Difficult Terrain = Dangerous Terrain. Unit can Shoot (or Run, Turbo-boost, Flat- Out) as if having Moved or moved at Combat Speed. Cannot Charge. Also applies to units disembarking from Deep Strike Transports. Gargantuan & Flying Gargantuan Creatures GC follow rules for MC but can Move 12" in Movement Phase unless specified otherwise. It may fire each of its weapons at a different target if desired, even if some of them are Ordnance weapons. They cannot fire Overwatch. GC and FGC may make Stomp attacks. Attacks that inflict Instant Death or remove a model as casualty instead inflicts D3 Wounds. Sniper and Poisoned attacks can only cause a Wound on a 6. GC and FGC have Fear, Fearless, Feel No Pain, Hammer of Wrath, Move Through Cover, Relentless, Smash, Strikedown. FGC also have Vector Strike. Gun Emplacement 4+ Cover Save. 1 Model in Base Contact may fire it instead of his Weapons. [Emplacement WS- BS- S- T7 W2 I- A- Ld- Sv 3+] Hatred Model striking hated foe in Close Combat re-rolls all failed To Hit during first round of each close combat. Haywire When hitting Vehicle, replace Armour Penetration roll by following D6: No effect on 1, Glancing on 2-5, Penetrating on 6. Heavy Vehicle Cannot Move faster than Combat Speed or Move Flat Out, but are always treated as having remained Stationary. Heavy Weapon Can fired as Snap Shot after Moving (except Blast weapons). Bearer cannot Charge after shooting. Heroic Morale Units below 25% of their starting strength need double 1 to regroup. If they have Independent Characters, roll as if 25% losses. Hover Hover models can choose to Zoom or Hover each Movement Phase. When Hovering, they are Fast Skimmers Ignores Cover No Cover Saves can be taken against Wounds caused by this weapon. Impassable Terrain Models cannot enter, cross or move into or through impassable terrain (except Jump, Swooping units). Imperial Statuary 3+ Cover Save. Imperium Armies within 2" have Fearless Instant Death Unsaved Wounds from this weapon automatically inflict Instant Death (even if Strength < two times Toughness). Invincible Behemoth Attacks that say the target model is Destroyed, Wrecked or Explodes! Instead inflict D3 HP. It Will Not Die At end of each friendly turn, roll D6 for each damaged model with this rule, regaining a Wound or Hull Point on a 5+. Jink Declared before rolling To Hit. All models with this rule get 4+ cover save until next Movement Phase. Snap Shots only. Lance Weapon counts Vehicle Armour of more than 12 as 12 instead. Look Out, Sir On a D6 roll of 4+, a Wound taken by a Character in a unit is resolved against another model from the unit that is within 6". Manufactorum Ruins. Models firing Gets Hot Weapons reroll failed saveing throws against Gets Hot Wounds. Master-Crafted Bearer may re-roll one failed To Hit roll per turn. Melta Roll additional D6 Armour Penetration at half range or less. Mighty Bulwark -1 Modifier on the Building Damage table in case of Penetrating Hit. Missile Lock Reroll failed To Hit with One Use Only. If One Use Only and Blast, shot will scatter D6" instead of 2D6", Monster Hunter Unit re-rolls all failed To Wound rolls against Monstrous Creatures and Flying Monstrous Creatures. Monstrous Creature Fires 2 weapons each Shooting Phase. Fear, Hammer of Wrath, Move Through Cover, Relentless & Smash special rules. Moonscape Each piece must be placed within 6" of another piece. Crater. 6+ Cover Save. +2 Cover Save if Going to Ground. Move Through Cover Unit automatically passes Dangerous Terrain Tests and rolls 3D6 for moving through Difficult Terrain, taking highest rolls. Night Fighting On 4+ Night Fighting is in effect at Game Turn 1. All units have Stealth during Night Fighting, Night Vision Unit ignores effects of Night Fighting. Open-topped Open-topped Transports have Assault Vehicle special rule. All passengers can fire from any point on the hull. Jetbike Morale Check Unit can use Jump Pack in Movement Phase (12") OR in Assault Phase (re-roll Charge distance + Hammer of Wrath special rule) and automatically use Jump Pack when Falling Back. When using Jump Pack, they can move through units and terrain, taking Dangerous Terrain Test when beginning or ending Move in Difficult Terrain. Bulky & Deep Strike. Jump Units If Zooming Flyers suffers Immobilized result, it must Zoom for the rest of the game (at previous Combat/Cruising Speed). It can still turn prior moving or enter Ongoing Reserves as normal, but can no longer Evade or move Flat Out. Unit can move through units and terrain, taking Dangerous Terrain Test when beginning or ending Move in Difficult Terrain. A Jet Pack unit can move 2D6" during assault phase, even if they have shot or Run in the preceding Shooting Phase or arrived by Deep Strike (if not Locked in Combat or Charging). Bulky, Deep Strike & Relentless. Jetbikes have the same rules as Bikes. Additionally, A Jetbike can Move through models and terrain, but if it begins or ends its Move in Difficult Terrain, it takes a Dangerous Terrain Test. Locked Velocity Jet Pack Units Interceptor At the end of enemy Movement Phase, this weapon may be fired at any one unit arriving from Reserve within range and line of sight, however the same weapon cannot be used in the subsequent turn, but the firing model can shoot a different weapon if it has one. Infiltrate Model can leave/join units during Movement Phase (unless unit is Locked in Combat, Falling Back, Gone to Ground). Model passes Look Out, Sir rolls on 2+. Unit does not need double 1 to Regroup if below 25% (test as though at least 25% remained). Unit can break away 3D6" from Close Combat at end of Assault Phase if Initiative Test is passed (must be sufficient to move more than 1" away from engaged enemies, not engaging other units). No Sweeping Advance rolls are made. Units no longer Locked may consolidate D6". Hit & Run is not slowed by Difficult Terrain (Dangerous Terrain as normal). Unit is deployed after all other units & can be set up anywere more than 18" from enemies (12" if out of line of sight), but cannot Charge the first turn. Unit also gets Outflank when placed in Reserve. It may Infiltrate along with its Dedicated Transport but must deploy embarked. Non- Infiltrate Independent Characters cannot join the unit during deployment. Swooping creatures suffering 1 or more unsaved Wounds, must pass Grounded Test of 3+ or become Grounded, taking 1 unsaveable Strenght 9 hit. Grounded Flying Monstrous Creatures are considered Gliding and can be Charged in following Assault Phase & loses Jink (if they had it), but can move normally next turn (if not Locked in Combat). Grounded 2D6 against Leadership. Taken when losing 25% or more of its current models during a single Movement or Shooting Phase or when losing an Assault (with Leadership penalty equal to difference in Wounds between winner and loser). If the test is failed, the unit must Fall Back. Independant Character Hit & Run Hammer of Wrath Model ending Charge in Base Contact gets additional automatically hitting Attack (Initiative 10) at model Strength & AP-. Chariots get D6 attacks instead, resolved at S6 AP-. Overwatch Unit being Charged can fire Snap Shots at a charging unit (once per turn), unless Locked in Close Combat. Causes no Tests. Pinning If unit suffers 1 or more Unsaved Wounds it must pass a Pinning Test (Leadership) or Go to Ground. Pistol Weapon Pistols also count as a Close Combat Weapon in the Assault Phase. If having 2, both can be fired in the Shooting Phase. Poisoned Wounds on fixed number (or 4+), re-rolling failed To Wound in Assault If Strentgh is higher then Toughness. Precision Shot On Shooting To Hit of 6, you allocate these Wounds in target unit (not Snap Shots or Scatter Weapons). Precision Strike On Assaulting To Hit of 6, you allocate these Wounds against an engaged model in target unit. Preferred Enemy Unit re-rolls all failed To Hit & To Wound rolls of 1 against this enemy. Primary Weapon Can fire after Moving. Bearer can Charge even after having fired. Roll 2D6 and take highest (Armourbane: 3D6, take 2 highest). Psychic Pilot Vehicle is treated as having Leadership 10 for purpose of Psychic Tests. Perils of the Warp is treated at Glancing Hit. Rage When Charging, models gets +2 Attacks instead of +1 (not applicable during Disordered Charge). Rampage At start of Fight sub-phase, gain +D3 Attacks if friendly models in combat < enemy models (unless Disordered Charge). Rapid Fire Weapon Can fire 2 shots at half range, or 1 shot at maximum range. Bearer cannot Charge after Shooting. Regroup Test Normal Leadership Test to Regroup if at 25% models (or if Assaulted). Insane Heroism Test if less than 25% models. Relentless Model can shoot with Heavy, Salvo or Ordnance weapons counting as Stationary, and can Charge that turn. Rending For each To Wound of 6, target automatically takes a Wound, resolved at AP2. Add D3 to Armour penetration roll of 6. Repel the Enemy Models disembarking from a Building can Charge on the turn they do so. Rubble 4+ Cover Save if behind. Area Terrain. Ruins 4+ Cover Save. Difficult Terrain. Salvo Weapons A/B Can fire A shots at half range after Moving, or B shots at full range if Stationary. Bearer cannot Charge. Sanctum Imperialis Ruins. Models within have Adamantium Will and Night Vision. Searchlights Can illuminate targets after firing its weapons (becoming illuminated). Illuminated units gain no benefit from Night Fighting, Sentry Defense System Building wiht this rule can use Automated Fire against enemy units even if unoccupied and can be Shot at or Charged. Shred Model re-rolls failed To Wound rolls. Shrine of the Aquila Ruins. Armies of the Imperium reroll failed Morale Checks. Others get Hatred(Armies of the Imperium). Shrouded Cover Save counts as 2 points better (so 5+ if in the open). Cumulative with Stealth Cover Save bonus (Max 2+). Skilled Rider Unit automatically passes Dangerous Terrain test and receives +1 to its Jink Cover Saves. Snap Shot The model shoots as if it had a BS of 1. May occur when firing Heavy Weapons after having Moved or when firing Overwatch. Model must Cruise, can only Snap Shot (including passengers) & automatically performs Tank Shocks against non-vehicles. If enemy vehicle is Rammed, both suffer a Hit against the Armour facing the other, resolved at Strength according to the Armour (1/2 Armour Value) and Mass (+1 if Tank, +2 if Heavy, Super-Heavy or Building). If TGT Explodes!, ramming vehicle keeps going. After deployment, before first turn, unit may redeploy within 6" (Infantry, Artillery, Walker or Monstrous Creature) or 12" (any other unit), but must stay more than 12" away from any enemy unit. This unit cannot Charge first turn or embark/disembark as part of the Scout redeployment. Unit may be deployed embarked in its Dedicated Transport. Also confers Outflank. Skimmer Close Combat attacks (except Hammer of Wrath) are resolved at AP2 (unless attacking with an AP1 weapon). It can also make a Smash Attack instead of a normal Close Combat attack, doubling Strength (max 10) at expense of halve its Attacks. Model may also re-roll Armour Penetration rolls, but must abide by the second result. Declared during Deployment. D6 when arriving from (not Ongoing) Reserve: player's left edge on a 1 or 2, player's right edge on a 3 or 4, player's choice on a 5 or 6. Units may Outflank with their Dedicated Transport, but must be deployed embarked. Vehicle can fire extra weapon at full BS (at potentially different target), if it has not moved Flat Out nor used Smoke Launchers. Scout Ram Power of the Machine Spirit Outflank Skyfire Can move over models and all Terrain (take Dagerous Terrain Test if start/stop over Dangerous/Difficult/Impassable Terrain). Fast Skimmers may move 18" Flat Out. When suffering Immobilized while Moved Flat Out it is Wrecked. Skimmers have Jink special rule if they are not Heavy. Smoke Launchers Triggered instead of Moving or Shooting (once per game). Unit is considered obscured (5+ Cover Save) in the next enemy Shooting Phase. May even be used if Crew Shaken or Stunned or if not equipped with other Shooting weapons. Slow and Purposeful Smash Ordnance Weapon Cannot fire after Moving (nor Snap Shot). Bearer cannot Charge after shooting. Roll 2D6 Armour Penetration & take highest. Vehicles firing Ordnance Weapon can only fire other weapons as Snap Shots. Reserves D6 as from Second Turn, on 3+ Unit arrives. At start of Fourth turn, unit arrives automatically. Unit Move onto the tabe as if they were deployed just off the board. It cannot Charge or use abilities or special rules. Units going in Ongoing Reserve will always arrive on the next turn. Model uses normal BS when Shooting Flyers, Flying Monstrous Creatures & Skimmers. It can only fire Snap Shots against other target types, unless it has Interceptor special rule. Unit cannot Run, Turbo-boost, Flat Out, perform Sweeping Advances or fire Overwatch, but can Shoot with Heavy, Salvo or Ordnance weapons counting as Stationary and can also Charge that turn. Specialist Weapon Model does not get +1 Attack for fighting with two weapons, unless both have the Specialist Weapon rule. Split Fire One model may shoot at a different target and shoots first. Unit must then fire at another target. Stealth Cover Save counts as 1 point better (so 6+ if in the open). Cumulative with Shrouded Cover Save bonus (Max 2+). Strikedown Non-Vehicle Models suffering Wounds (saved or not) Move as if in Difficult Terrain until end of its next turn. Stubborn Unit ignores negative Leadership modifiers when taking Morale Checks or Pinning Tests (overruled by Fearless). Super-Heavy Flyers Shooting, Vehicle Damage, Catastrophic Damage and Transports as Super-Heavy Vehicles. Fear, Invincible Behemoth. Supersonic Vehicle moving Flat Out must Move at least 18" and can Move up to 36". Tanglewire 6+ Cover Save, Dangerous Terrain Tank May Tank Shock or Ram instead of Moving Tank Hunters Unit re-rolls failed Armour Penetration rolls against Vehicles and can choose to re-roll Glancing Hits (abiding to 2nd roll). Torrent When firing, place Template narrow end < 12" from the weapon & wide end not closer to the weapon than the narrow end. Twin-Linked Re-roll failed To Hit. Template: re-roll failed To Wound & Armour Penetration. Blast may re-roll Both dice if not a Scatter Hit. Twisted Copse Difficult Terrain. 5+ Cover Save. Two-Handed Model can never gain bonus Attacks for fighting with two weapons. Unwieldy Initiative counts as 1 when attacking with this weapon (unless Monstrous Creature or Walker). Vector Dancer Model may make additional 90 pivot on the spot at the end of its Move, but cannot Flat Out in following Shooting Phase. Walker Moves, Runs, Charges, gets locked in Combat, makes Sweeping Advances, Piles In, Consolidates & Fires Overwatch as Infantry, becoming Immobilized if failing Dangerous Terrain Test. Models assaulting Walker roll against Front Armour (unless Immobilized, then it's Rear Armour). Immobilized/Stunned Walkers have -1 Attacks (Shaken has no effect). Hammer of Wrath. To Hit of 6 counts as Precision Shot (See Precision Shot entry) and attacks Wound on a 4+. Sniper weapons are Strength 4 against Vehicles. Special Move (min distance is Combat Speed) through enemy models not Locked in Combat, forcing them to pass a Morale Check or immediately Fall Back. Enemy models under the Tank's final position must be moved 1" away (getting crushed if they can't). Cannot move Flat Out that turn or (dis)embark units. 1 model may attempt Death or Glory (see entry). Ignores Cover, Wall of Death (D3 hits on charging unit) and No Escape (if hitting a Building's Fire Point or an Open-Topped Vehicle, the occupants suffer D6 randomly allocated Hits in addition to normal effects). Cannot fire Snap Shots. Tank Shock Template Weapon Witchfire Psychic Shooting Attack, considered an Assault Weapon. Saves can be taken against Wounds from Witchfire. They can be fired at Snap Shot at different enemy units and do not prevent the Psyker from firing weapons, running , turbo-boosting or moving Flat Out in the following Shooting Phase. Swooping Sniper Super-Heavy Walkers Shooting, Vehicle Damage, Catastrophic Damage and Transports as Super-Heavy Vehicles. Can Move 12" in Movement Phase and cannot fire Overwatch. Has Fear, Hammer of Wrath, Invincible Behemoth, Move Through Cover, Relentless, Smash & Strikedown. In Combat they can Stomp Attack in addition to normal attacks. This consists of D3 Stomps at Initiative step 1. Place the first Blast marker touching the base. Subsequent Stomps must be within 3" of the previous Blast and not over the Super-Heavy Walker. Stomp attacks hit any unit that has models under the template. Cannot affect Buildings, Flyers, Swooping FMC, GC, FGC, Super-Heavy Vehicles, Super-Heavy Walkers or Super-Heavy Flyers. Roll on the Stomp table for results. Transport Passengers are Fearless. 1 Passenger may fire for every Fire Point. (Dis)embarking only during Movement Phase. Disembarked Models can Move to within 6" of an Access Point. After disembarking, models can manifest Psychic Powers, Shoot or Run, counting as having Moved. Can Charge from Assault Vehicles. Passengers are considered a single unit. Unit suffering 1 or more Unsaved Wounds is set Ablaze. At the end of each turn, on a D6 of 1-3, the flames die out. On a 4+, the unit takes D3 Strength 4 AP5 hits (randomly allocated) against which no Cover Saves can be taken. This Vehicle has BS+1 when Shooting Assault, Heavy, Rapid Fire or Salvo Weapons at Artillery, Beasts, Bikes, Cavalry, Infantry, Monstrous Creatures and Vehicles without Flyer or Skimmer types. Soul Blaze Swarms In case of doubt, the closest Swarm is the one with the least Wounds. Unsaved Wounds from (Large) Blast or Template weapons count double. Swarms are not slowed by Difiicult Terrain, but take Dangerous Terrain as normal. Vector Strike When Swooping, model may Savage its prey, At end of Movement Phase, nominate unengaged unit the model Moved over (including Flyers). That unit takes 1 (D3 if Zooming Flyer of Swooping FMC) at S user AP2 Ignores Cover Hit. Against Vehicles, target Side Armour. Model counts as having fired one weapon in following Shooting Phase. Additional weapons may target different target. Does not be,efit from special rules like Furious Charge, Poisoned, Rending... Vortex Counts as Destroyer Weapon. Place blast marker and roll for scatter, assuming the shot is coming from the centre (as per Barrage Weapon). Apply damage but do not remove the marker (it is Impassable Terrain). At the beginning of every subsequent player turn, it scatters 2D6" (using little arrow if Hit). On a double it is instead removed from play. Strafing Run Super-Heavy Vehicles Cannot use Jink and may fire all of its weapons at different targets as if stationary, even if some are Ordnance. Super-Heavy Vehicles suffering Explodes! Instead lose an additional D3 HP. Crew Shaken, Stunned, Immobilised or Weapon Destroyed results are ignored. After losing its last HP, it suffers Catastrophic Damage. Scatter Apocalyptic Blast and roll on the table. Fear, Move Through Cover & Invincible Behemoth. When Ramming/Tank Shocking: Thunderblitz table. Swooping models may make single 90 pivot, followed by Move between 12" and 24". They can move through units & terrain (ignores Dangerous Terrain), Run 2D6" straight forward and cannot Charge or be Charged. Can only be Snap Shot at (except by Skyfire models) and cannot be hit by Template & (Large) Blast. Can enter Ongoing Reserve (keeping Flight Mode) when Moving off the board. Monstrous Flying Creatures can Dive and can become Grounded (see respective entries). Swooping FMC can choose to use Skyfire at the start of each phase, valid for all attacks that phase. Zealot Unit has Fearless and Hatred special rules. This Psychic Shooting Attack can pick out chosen models. If the total number of Warp Charge points harnessed exceeds the Warp Charge cost, you choose the model. If the number of Warp Charge points harnessed equals the Warp Charge cost, pick the closest model instead. Zooming Flyers may pivot 90, followed by 18"-36" Move. If forced to Move <18" it is automatically Wrecked. They can Move through units & Impassable Terrain, never taking Dangerous Terrain Tests. Zooming Flyers cannot Tank Shock/Ram nor can they be Tank Shocked/Rammed/Assaulted/Embarked. They fire 4 weapons at full BS if Moved at Combat/Cruising Speed & can only be Snap Shot at (except by Skyfire). Blast/Template Weapons have no effect on Zooming Flyers. They can Evade, get Locked Velocity or Crash & Burn (see respective entries). Flat Out 12-24". May choose to use Skyfire for entire phase. Target a point within the power's range and draw a line between the chosen point and the Psyker's base. This line cannot be drawn over units Locked in Combat. This beam automatically hits all models under the line, except Zooming Flyers or Swooping FMC. Only 1 unit that has a model under the line can attempt to Deny the Witch. Witchfire Focussed Witchfire Beam Zoom Witchfire Nova Nova automatically targets & hits all units within the Power's maximum range (including Flyers, FMC and units Locked in Combat) and is treated like a Shooting Attack. Only one unit within the maximum range can attempt to Deny the Witch. 1 Tactical Genius Can discard 2 Active Tactical Objectives instead of 1 2 Master of Interference Single Use. Opponent must discard random Active Tactical Objective 3 Well Prepared Generate 1 additional Tactical Objective on your First Trun 4 Forward Planning At start of your First Turn, replace all your Active Tactical Objectives 5 Master of Fate Can reroll the dice determining the number of Victory Points awarded 6 Lead by Example 1 additional Victory Point if Warlord or his unit "Secures Objective X" 1 Inspiring Presence Friendly units within 12" of Warlord use his Leadership 2 Intimidating Presence Enemy units within 12" of Warlord use their lowest Leadership 3 The Dust of 1000 Worlds Warlord and friendly units within 12" have Move Through Cover 4 Master of the Vanguard Warlord and friendly units within 12" add +1 to Run or Charge 5 Target Priority Warlord and friendly units within 12" reroll Shooting To Hit rolls of 1 6 Coordinated Assault Warlord and friendly units within 12" reroll Assault To Hit rolls of 1 1 Master of Defense Warlord has Counter-Attack 2 Master of Offense Warlord has Furious Charge 3 Master of Manouevre Warlord has Outflank 4 Legendary Fighter +1 VP for each enemy character slain by Warlord in Challenge 5 Tenacity Warlord has Feel No Pain 6 Immovable Object Warlord has Fearless and It Will Not Die 1 Conqueror of Cities Your units have Move Through Cover (Ruins) and Stealth (Ruins) 2 Night Attacker You can force Night Fighting first turn and your models have Night Vision 3 Master of Ambush Warlord and 3 non-vehicle units have Infiltrate 4 Strategic Genius +1 to Seize Initiative, Reroll any Reserve Rolls (failed or succesful) 5 Divide to Conquer -1 Reserve Rolls for opponent 6 Princpes of Deceit 3 enemy units must take Pinning Test at start of opponent's First Turn Tactical Traits - Rulebook (7E) Command Traits - Rulebook (7E) Personal Traits - Rulebook (7E) Strategic Traints - Rulebook (7e)