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BS 1 2 3 4 5 6 7 8 9 10

Roll 6+ 5+ 4+ 3+ 2+ 2/6 2/5 2/4 2/3 2/2


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)

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