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persuaded my source to give me more (some would say: everything there is ), the following is copy and pasted from

hour long icq sessions, so there might be some missing bits, but most of the time, nothing has changed. we all know what unit coherency is, these are not actual rule texts but answers for my questions about the rules I tried to arrange all fragments in proper order and corrected grammar, but most kudos go to my friend for being helpful while being annoyed of GW >>>>>>>>>>>>>>>>> As I am done with GW forever. I love the miniatures, I like the new rules (been pretty enthusiastic about it), but I hate the company, that makes them. If you knew what I know you would feel the same. GW doesnt care for their customers one bit. The whole corporal culture is cynical as hell. The managers despise the hobby and all immatures who play it. There is a huge rift in the management and most of the executives that actually play the game have left or are leaving the company right now. Layout Pretty crisp and clean on odd pages there is the normal rule text with examples, on even pages there are the usual diagrams and charts, and small boxes with definitions Lots of rules that were formerly explained within the text, are now only summarized in the text, the full rules are given in these boxes, you can read the rules text very fast without much detail, there are some boxes that have a name of a rule, but are empty otherwise. I guess that there should be page references to later pages, for example in the terrain rules, there is Torrent of Fire mentioned, the rule is explained much later (in a box), there is an empty box in the terrain section that reads Torrent of Fire however So you have both: clear rules veterans and easy reading for first-timers But it seems that there is not much space left for pictures, though :( Fundamentals: characteristic tests as normal, if unit must make test, it is made by squad leader vehicles fail every test automatically if they dont have the value test on ld is made with single D6 on halved value, vehicles pass these tests automatically Majority characteristic: characteristic-value with most wounds in unit, if draw, use the higher Keep track on: wounds movement distance morale condition everything else can be forgotten between actions Saves: 4 kind of changes: armour save, cover save, invulnerable save, Feel no Pain no model can ever make more than two saves or one re-rollable save normal models can only make one roll or one re-rollable roll Situation where two rolls are eligible: - one of the saves is FnP - model is character - model is bracing Feel no Pain (1-3): save on 5+,4+,3+, only negated by AP 1, 2 and wounds that dont allow armour saves, the only save that every model and not only ICs may take in addition to another save Actions The rules make really clear what an unit can do and what not. There is an own chapter for the basic concepts. Every special rule has only to state: can do x, y, z and it is perfectly clear that the unit can still a, b and c

Actions: - movement: movement in movement phase, sometimes only special types of movement are allowed: advance, surge, flat out, fleet; charge and disembark have to be rules out explicitly - consolidate moves: every other move, has to be mentioned explicitly - psychic powers - shooting - Reactions - residual actions: any other action, for example popping smoke unit is immobile: abbreviation for cannot move, react, make consolidation moves Reactions models can react every time the conditions are met - Going to Ground: who: non-vehicles, non-monstrous creatures when: unit is being shot at, before rolls are made instant effect: lasting effect: Suppressed, if not already Suppressed - Brace: who: tanks, walkers, monstrous creatures when: being shot at, before rolls are made instant effect: one weapon destroyed ignored, two saves for MC like IC lasting effect: Suppressed, if not already Suppressed - Flying High: who: jet pack infantry, jump infantry, jetbikes when: being shot at instant effect: count as being flyer for shooting, opposing player can make 6 consolidation move with the unit lasting effect: Suppressed, if not already Suppressed - Evade: who: skimmer, fast non-tanks, jetbikes, bikes, jet pack infantry, jump infantry when: unit is being rammed or tank shocked and nearly fails morale check instant effect: on 3+ can make 6 consolidation move, ignores ram if out of the way lasting effect: - Return Fire: who: (disembarked) units with Overwatch when: unit is shot at the first time in the phase instant effect: unit can fire rapid fire and assault weapons with a single shot at attacking unit, range 12, resolved simultaneously, opposing unit is fearless (2) and stubborn for this purpose lasting effect: - Charge by chance: who: non-vehicles, walkers when: Trapped, tank shock instant effect: charge by chance lasting effect: Terrain: there are two different things: to be in cover, to be in terrain every piece of terrain has a footprint, if an unit is this area or touches it, it is in terrain, being in terrain is important for movement and assaults to decide if a model is in cover, you use true line of sight, cover is usually used for shooting, though

some weapons use terrain terrain is open, impassable, or has any number of the following attributes: - difficult terrain: unit can only advance through it, if a single model moves through - dangerous terrain: units that move through dangerous terrain must make a test non-vehicles make dangerous terrain test for every model that has actually moved through it at the end of the phase vehicles must designate a point where they enter the terrain before the movement, than make the test, if vehicle is stunned, immobilized or destroyed, move it to designated point in a straight line for every failed test, the unit gets a hit non-vehicles: failed on 1: auto wound on unit, allocated together as Torrent of Fire vehicles: roll depends on movement distance: advanced = failed on 1, surged = failed on 1-3, flat out = failed automatically, vehicle gets S8 hit against side armour walker only ever fail on 1 non-vehicle units make only a single dangerous terrain test a turn, vehicles every time they enter a different dangerous terrain - leveled: must spend movement for vertical advancement, non-walker vehicles and bikes cant move vertical in leveled terrain difficult and dangerous terrains are always ignored if the movement isnt taking place in the own movement phase Preparation and consolidation phase These phases are collecting basin for all kinds of action that takes place before the movement or at the end of the turn. The player which turn it is may choose the order of these actions freely. preparation phase: psychic powers, placing reserves, rallying, joining/ leaving, claiming mission markers consolidation phase: rallying, consolidation moves, jet pack moves, joining/ leaving, embarking, killing multi-wounded units consolidation move: moves outside the movement phase (jet pack movement, embarking, joining/leaving, falling back, moves after combat, tank shock evasion ) and moves that are described as consolidation moves are consolidation moves cannot end in contact with enemy, ignores terrain even if performed in own movement phase, all units are relentless for this movement, can move even if fired heavy weapon, can fire heavy weapon afterwards, doesnt affect unit speed for being shot at if not stated otherwise Abandon: If there is more than one model with less than its initial wounds in an unit in the consolidation phase, the owning player must remove all but one as casualty ( ID(3) ). Independent characters are ignored. movement phase: Units can stay stationary or move in different speeds. They can advance and use their normal movement or they can surge and double their movement distance. Some units can go flat out or fleet and triple their movement. Advance: normal movement: every action allowed Surge: double movement: close combat, consolidate moves, psychic powers, reactions, residual action allowed Flat out: movement: triple movement: only reactions allowed, use own columns on to hit chart Fleet movement: triple movement, can charge, count as moving against shooting, cannot forced surge If the unit goes through difficult terrain it can only advance. No unit can ever go flat out or fleet through

terrain. Forced surge: Units can surge through terrain if they are allowed to go flat out outside terrain this turn. Tanks cannot force surge (except during a ram). If the unit fails an I-test, terrain is treated as dangerous terrain. During a charge, every unit can try to surge through. If the I-test is failed, the unit still can only advance. units, that have passed their I-test for the fleet movement, automatically pass this I-test. Cant surge if there is another reason for the restriction to advance movement than terrain. Unit types: infantry: 6 beasts/cavalry: 8, fleet (1) jump infantry: 8, ignore terrain* jet pack infantry: 6, ignore terrain*, 6 move in consolidation phase jetbikes: 10, ignore terrain*, flat out (eldar jetbike: jetbike with Fleet (2) ) bikes: 8, flat out, cannot force surge vehicles: 6 fast vehicles: 6, flat out fast skimmer: 8, flat out walker: 6, treat terrain like infantry * as long as they dont start or end in terrain Fleet (1): infantry, beasts, monstrous creature, jump infantry, jet pack infantry: I-test, if successful, can perform fleet movement, can always advance during disembarkation; bikes and jetbikes: I-test successful: can make 6 move in consolidation phase Fleet (2)/Bounding Leap: as Fleet (1), no I-Test required Random movement: roll a D6: 1-2 unit moves as infantry, 3-4 unit moves as jump infantry but cannot ignore terrain, 5-6 unit moves as beast Charging: no model may enter 1 of enemy models unless it charges, the only difference between a charge and a normal movement is: models may enter 1 of enemy models. all other movement restrictions apply, unit must stay in coherency, are subject to terrain charging units can make a forced surge an unit can charge more than one unit, but must stay in coherency, cannot move closer than 1 to enemy units that are not charged The units in contact are now locked. If any model moved through terrain, the defending unit can claim to be in terrain in the assault phase, in the assault phase, both unit pile in before trading blows Charge by chance: sometimes units are forced to perform a charge in another phase than the movement phase, the charge by chance is a pile in move, as if the charging and defending unit were locked but have lost contact, the defending unit can make a pile in move afterwards (even if it is his phase, the defending player piles in last). the combat is fought in the next assault phase and no side counts as attacker or being in terrain, no side can use grenades, no further pile in moves occur before the fighting Movement distance is important for shooting, only the attempted movement in the movement phase counts (other movements do not count, consolidate moves dont count, even a vehicle that has movement 1 can claim having moved flat out), can be overridden by three events outside movement phase: fighting in close combat : stationary become immobile: stationary

falling back: moving Wounding: To wound chart: wound everything at least on 6+ Wound Allocation (cc and shooting): hit as normal, wound against majority mark dice that represent special weapons and attacks or roll separately 1. decide whether to use Torrent of Fire or not 2. targets player allocate wounds to models, beginning with one chosen armour group, if every model in this group has a wound, start with another armour group and so on, if every model in the unit has a wound, start over > multiple wounds: count for allocation as as many models as wounds remain 3. pick an unresolved armour group, determine which wounds are directed 4. directed wounds: roll saves for directed wounds, shooting player removes casualties 5. roll all remaining saves of this armour group, owning player removes casualties 6. goto 3 Directed wounds: there are directed wounds in close combat and long-range combat, casualties from directed wounds are removed by owning player of the attacking unit Wounds cannot be directed if targeted unit has Shielded USR, Torrent of Fire is used, vehicle diverts its fire or non-vehicle, non-MC unit is in fire corridor Number of directed wounds: After allocating wounds to an armour group, it is determined if the how many and which wounds are directed as following: - every attack from an IC in close combat is a directed wound, - of the remaining wounds, every second wound, beginning with the first, from a Sniper weapon is directed. - Of the remaining wounds on-sniper wounds, every fifth wound is directed, owning player of the shooting unit decides which wounds are directed Torrent of Fire/Blows: if torrent of fire is used, the targeted unit is a single armour group, the owning player can choose one model, the whole unit has the same combination of armour saves During a Torrent of Fire, no wound is directed Armour group: number of model that share the same combination of saves, for example: 3+ armour save, Feel no Pain (1), no invulnerable save, 6+ cover save that is re-rollable on 1 Shooting: for determining if a particular model in the unit can shoot, check range and line of sight from this model cover saves: fire corridor is measured from squad leader, to the two outermost models in the target unit, if 50% or more models are invisible or partial invisible due to cover or vehicles or monstrous creatures, the unit is in cover, non-vehicles/MC are invisible for determining cover saves, but if such an unit is in fire corridor, wounds cannot be directed if unit is covered mostly by fortifications or models are completely invisible: 4+ save if unit is covered mostly by vegetation: 6+ save if unit is covered mostly by vehicles or anything else: 5+ save To Hit chart:

it is the same chart as the wound chart, but with seven columns from 0 till 6 (evasion value in brackets, abbreviates for small chart) rows: buildings (0) stationary vehicles, MC, bikes (1) stationary infantry, jet pack infantry, jump infantry, beasts // moving vehicles, monstrous creatures (2) short distance // moving infantry, jet pack infantry (3) moving bikes, jump infantry, beasts // swarms // flat out vehicles (4) flat out bikes (5) flyers, beacons (some narrative missions use beacons) (6) columns: BS 1-10 every column is: . 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ . but is shifted up or down I give you the BS value for every column that hits on 3+: 1 // 2 // 3 // 4 // 5 // 6 // 7 if distance from squad leader to target is less than 12, unit can always change column to short distance column if a model moves like a different unit type, the initial unit type is still used for the chart Assault weapon: bonus attack for second close combat weapon if unit has charged Pistols: model can use it as additional close combat weapon or use its Strength in close combat but gains no bonus for another ccw, if pistol is AP 1,2 or 3, attacks are Rending (2) Blast (Small) and Blast (Large): scatter as before dont use line of sight for determining cover saves, if majority of unit is in terrain, models get cover saves marker has infinite height, only in leveled terrain it is two-dimensional multiple Barrage is used every time when there comes more than one blast marker of the same type from a single shooting unit Template: if there is a range given in a template weapons profile you can place the small end anywhere in this distance Sniper (1): always wounds on 3+, Pinning, every second wound from a Sniper weapon beginning with the first is a directed wound Sniper (2): always wounds on 3+, Rending (1), Pinning, every second wound from a Sniper weapon beginning with the first is a directed wound Pinning: must make a pinning morale check Tracer: treat every target as stationary Anti Air: treat targeted flyer as flat out vehicle Rending (1-3): 6,5+,4+ on to wound roll wound automatically and are AP2 or count as power weapon, D3 extra armour penetration Poison/Dissolving (X+): as before, for shooting and close combat Lance (1-3): treat AV as 13,12,11, no modifiers on damage chart ever Instant Death(1): caused by double strength and other effects, models without Eternal Warrior (1-3) loose

all wounds Instant Death(2): models without Eternal Warrior (2-3) loose all wounds Instant Death(3): also called removed from play, models without Eternal Warrior (3) loose all wounds Eternal Warrior(1-3): Immune to Instant Death of same or lower level Assault Phase: Engaged model: a model that is in base to base contact with enemy model is called engaged, a model that is in contact with friendly engaged model is also called engaged, so if you have a long queue of models that are all in base to base contact and the first is in contact with enemy, alls are engaged Pile In Move: consolidation move, 6, priorities: - must move as man models as possible in base contact with locked enemy unit - as many models as possible must end the move engaged with model of unit it is locked in close combat with, - rest of the model must move as near as possible to engaged models if it is not possible to bring a single model into contact, the distance is increased with 3 until one model is engaged At the end of the pile in move, every struggling, still unengaged IC is placed in contact with engaged model of enemys choosing. Pile in after charge: charging units make Pile In move, than the defending unit makes a Pile in Move Attacking Every engaged model can attack. If it is engaged with more than one unit, it can decide freely. WS majority is used IC are unit of their own in close combat Initiative order: Always strike first/last: unit strikes before I1 or after I10, is not affected by I modifiers, if unit always strikes first and last, it strikes in normal I order charging unit in terrain: strikes at I1 Power fist: strikes always last Feint: models can attack in a lower initiative phase if they want Grenades: unchanged Resolving combat unchanged, but no more -1 for under half strength No retreat: Fearless units (or units that stay in combat even if they fail their morale check) make normal morale checks after loosing a combat, if failed, can decide nonetheless to stay in close combat, but every model in base to base contact may make a single attack against unit, if a model is in base to base contact with several Fearless units that failed their test, it can make one attack against each unit Sweeping Advance: normal, unmodified I of squad leader is used Pile in after combat: all locked units make Pile In moves, order is chosen by the player whos turn it is, units that are no longer locked and not falling back, make a 3 consolidation move, the unit counts as being stationary

Special rules distinction between special rules and universal special rules Some USR and other special or weapon rules have more than one level. If no level is given, the rule is treated as level 1. Only exception: Lance and Fearless are level 2 by default USR are always conferred to or from joined IC, other special rules not deployment rules and rules in codices are temporarily lost if not every model in the unit has it, if it is not explicitly stated otherwise all USR: Preferred Enemy: as before Tank Hunter: as before, but it only works against tanks Counter Attack: as before, negates Furious Charge Veiled(1): if unit targets veiled unit, must roll 3D6 x 3 over distance or forfeit shooting Veiled (2-3): 2D6 x 2 Acute Senses/Night Vision(1-3): reroll Veiled roll of equal or lower level Furious Charge: as before Hit & Run: as before Overwatch: can react with returning fire Move through cover (1): I-Test to ignore terrain Move through cover (2): ignores terrain Sworn Brothers/Mindless Slaves: if squad leader is killed, every other model in unit can assume leadership Rage: must always at least advance and use full distance towards enemy (for example raged infantry must at least move 6, if decide to surge, must move 12), if shaken or embarked, ignores the rule Shielded: as long as one model with this rule remains in target unit, wounds cannot be directed wounds Slow and purposeful: Relentless; can only surge, if S-test is passed, if unit moves through terrain, it cannot force a surge, units with SaP and Fleet and/or Flat out have Relentless and Random movement instead, negates Preferred Enemy Shock Troop: always rolls a single D6 under 18 in a deep strike, a hit is a hit Skilled Rider/Driver/Ranger (1): reroll dangerous terrain tests Skilled Rider/Driver/Ranger (2): ignore dangerous terrain tests Stealth (1): +1 on cover save, must take Vanish reaction if unit takes a shooting reaction Stealth (2-3): +1,+2 on cover save; 6+,5+ in the open, must take Vanish reaction if unit takes a shooting reaction no USR: Relentless: always count as stationary for firing weapons Swarms: use the moving beasts (4) column in the chart regardless of movement or unit type, Blast and Template Weapons cause Instant Death (2) against swarms Vehicles: damage chart: only negative modifiers: -2 glancing, -1 any hit except AP1 and AP against tanks, -2 AP against tanks (AP 1 flat +1 gone), -3 hit by blast marker but hole not over vehicle and vehicle is not opentopped (no more halved S for blast markers) chart unchanged, but if vehicle blows up (6+ on chart), embarked troops and models in D6 get S3 AP hit, if vehicle blows up embarked troops are Suppressed, if the vehicle is only wrecked they are fine if a flat out moving vehicle is immobilised (4) or wrecked (5) it blows up (6+) instead and embarked units are Pinned instead of Suppressed. close combat basically the same:

no close combat resolution against non-walkers, but units can decide to break off and make a 3 consolidation move hit stationary vehicle automatically, advancing vehicle on 4+, at any other speed and skimmers on 6+ Shooting: stationary: fire all weapons, advance: fire one, surge: no weapon fast as before: advance and fire all, surge and fire one every weapon can target different unit, when doing so, cannot cause directed wounds, even with Sniper weapons Transport: Fire point: can fire if vehicle has advanced or surged, but only 12 regardless of weapon type, embarked troops are relentless Embarking: 4 move in consolidation phase in contact towards access point, if squad leader reaches access point, unit is embarked. If not, no move is performed Disembarking: 4 in movement phase from any access point or base in case of flyers, consolidation move, counts as having moved the same distance category as vehicle, i.e. stationary, advance, surge; no charge cannot disembark if going flat out or if unit cannot move as fast as vehicle, i.e. cannot disembark at surge speed into cover, as you can only advance in cover if vehicle was stationary, unit can move normally from access point instead of disembarkation move, can charge fleeting units can advance from access point instead of making disembarkation move if vehicle advanced or surged Trapped: if an enemy model is in base to base contact with access point of closed vehicle, access point cannot be used. If every access point is blocked, the unit cannot disembark. If the unit is forced to disembark because the vehicle is destroyed, the unit is placed on the wreck or in the crater. If the unit is forced to disembark for another reason it is destroyed. The units that were in base to base contact with the access points must make a charge by chance on the embarked unit immediately if it can react Flyers in skimmer or flyer mode and open-topped vehicles are not subject to this rule. If embarked units have to disembark place them as near as possible to the vehicle (wreck) or base Multiple embarked units: must use different access points, if Trapped, choose access points, respective unit must charge Skimmer: no more cover save for flat out movement Squadron: must target the same unit, if consists of at least two vehicles, one is squadron commander commander: as long as commanding vehicles exists, every immobile result in squadron on vehicle with weapons left is weapon destroyed instead rest unchanged, old allocation rules Lumbering: can only surge if roll of 4+ on D6, if moved not faster than advance: can fire every turret mounted weapons in addition to normally allowed weapons open topped: has no further effect than that units can disembark and fire everywhere, no charge advantage, no damage modifier Tanks cannot force a surge, even if they are flat out, but can ram AP 1 and AP only useful against tanks Non-tanks: only non-tanks can force surge through terrain outside of ram

fails I-test automatically, so gets a S8 on 4+ Ramming: now every tank shock is a ram, a ram is a straight movement with max speed (flat out or surge), if tank cannot go faster than advance, cannot ram tank can force surge through terrain, but still cant go flat out through it only one turn before the movement is possible three things can happen: tank shock through unit, passing interfering terrain, ramming attack against vehicle or building or impassable terrain no disembarking or shooting from embarked unit or vehicle is possible after ramming terrain: S8 against side on 4+ as normal Skimmer can choose to fly over terrain or go through. If go over, no tank shock or ram on units in terrain. Tank shock: an unit under the vehicles path must make a morale check if it fails, the unit evades headless and is falling back If check is nearly failed, unit is rolled over If check passed but not nearly failed, can decide if nothing happens nothing happens as tanks passes by or unit is rolled over Rolled over: unit can attempt to stop vehicle (like death or glory) shaken units cant try to stop if the tanks presses on, the unit gets D3 S5 hits with Rending (2) Ram against vehicle/building: both vehicles deal an automatic hit to the opposing vehicle the hit is resolved against the side in contact to calculate the S, take the AV in contact (if it is a tank, always take the front AV) and subtract a modifier -6 if ramming vehicle has surged -4 if ramming vehicle moved flat out impassable terrain and buildings have AV 14 for this purpose and cant be damaged Ram against walker walker can try to stop tank as if rolled over, if vehicle isnt stopped, impact is resolved as ram, walker cannot charge by chance if tank would end movement on unit: may make a 6 special move in any direction but they must try to make place for the tank, if they would be still under the vehicle they may make another 3 move and another and another, until they are 1 away from the tank and in coherency, moves are treated like consolidation moves, but can performed in every situation even if unit is immobile or cant perform any other action the evading unit can perform a charge by chance on the vehicle, if it can react, afterwards comes to halt, if it: touches vehicle, building, impassable terrain, 1 before an unit in close combat or is stunned, destroyed or immobilized, movement distance is reached Artillery: vehicle, squadron, immobile, AV 10 /10 /10, BS as crew, no commander can place one crew counter per artillery, some can have additional crew members can remove counter to ignore a single crew shaken or stunned result can fight in cc like a walker, with WS, S, I as the crew, the number of attacks is the number of crew counters plus the number of artillery devices enemy attacks are resolved solely against the artillery

Flyers: - can decide every round in the preparation phase: count as fast skimmer or flyer, can decide upon arrival from reserves flyer mode: - If flyer is in reserve, it is placed in harry reserve every time, even if it cant outflank - Flyers from reserve are place in the the preparation phase on any table edge - unlike other vehicles, flyers cannot turn as they like - ignore all terrain, even impassable - up to 18 movement, no surge, no flat out, one turn anywhere during the movement up to 90 degrees - must move 12 in straight line in preparation phase, can turn up to 45 degree at the end of the movement, - must move 12 in straight line in consolidation phase, can turn up to 45 degree at the end of the movement, if reaches table edge or cant be placed at the end of the turn, flyer is put back in harry reserve, cannot change into skimmer mode - Flyers can always fire every weapon at a single target, all weapons have AA rule - no (dis-)embarking, except special drops if unit has Aerial Drop special rule - if immobilized (4) or wrecked (5), place Blast (Large) marker in random direction in 3D6, causes S5 (against side armour), place crater - Embarked troops are destroyed if flyer in flyer mode is wrecked or destroyed. If immobilized, unit is placed in crater, get S5 hit each, Suppressed - flyers have their own column in the to hit chart, Blast weapons dont use their marker, use BS to hit, if marker targets another unit and touches flyer, hit is ignored - barrage and ordnance weapons can fire direct, but must re-roll hits, even if twin-linked, weapons that hit automatically cant hit flyers, that includes shooting, rift and shock wave psychic powers that hit automatically - close combat: in contact with base, attacks hit on 6, any other unit than jump infantry, jetpack infantry and jetbikes must re-roll hits - cannot be rammed, base is treated like unit in close combat Aerial Drop: flyer with this special rule can disembak units even if in flyer mode, in any phase embarked jump infantry and jet pack infantry can be placed via deep strike on a point, the flyer has moved over in this phase IC: can roll two saves at the same time, All wounds from an IC in close combat are directed. count as separate unit in assault phase for dealing damage joining: 3 move in preparation or consolidation phase, assumes automatically squad leadership combat: if IC is part of an unit that is in close combat, but isnt in base to base contact, it is moved into it by the shortest distance Squad Leader: You must nominate one model of every unit to be the squad leader, if the unit entry doesnt make clear which model it is in the first place. Banner/Icon/Trophy: if squad leader is killed, standard- or icon bearer automatically becomes new squad leader. If one or more independent characters have joined the unit, one of them automatically becomes new squad leader. If the IC is killed, the normal leader takes over. Squad leaders can take two saves, all wounds from squad leader in close combat are directed only applies for initial squad leader. If the unit must take a characteristic test, use the profile of the Squad leader.

used for all kinds of things Every time when something is measured from the squad leader, or he has to make a test for the unit, but the unit has no leader anymore, the opposing player can choose one model for this purpose psychic powers: Psychic test: morale check to use power, if morale check is failed, no more powers this turn from this psyker perils: unchanged power levels: number of psychic powers per players turn power types: - shooting power: count as firing a weapon, line of sight, BS roll or scatter if blast, fire point needed - rift power: count as firing a weapon, true line of sight, no BS roll or scatter, only disembarked, targets suffer described effect, wounds from rift powers cause ID (2) - modifying power: preparation phase, no line of sight or BS roll, no fire point needed, distance from hull, can only target own models inside transport; if target splits during the turn, the psykers player can decide on which part the power remains - aura: preparation phase, psyker and joined unit are effected, if psyker leaves unit, power stays only with psyker, no BS roll, no fire point needed, transport unaffected, sustained power - shock wave: count as firing a weapon, no line of sight, no BS roll needed, radius from base edge, must be disembarked, units in transports are unaffected block: psyker in normal condition in 24 of other psyker can attempt to block psychic power, on 5+ blocked, on 1 perils of warp attack (unchanged), if equipped with similar wargear, psyker can decide which to use, only one block attempt per power passive powers: no need for psychic test, not subject to block, dont work if unit cant perform any action resonating powers: can stack sustained powers: if psyker is shaken or engaged in close combat, power is blocked rampant power: if psyker uses a rampant power, cannot use another power this turn, even with power level 2 or more force weapon: as before, ID(2) witchblades: as before, besides: force weapon with ID(1) Unit conditions: Morale checks: roll with 2D6 against squad leaders Ld as normal, but result of a failed or passed roll varies from situation to situation i.e. psychic test, pinning test, casualties, and are given for every situation. there is no more: make a normal morale check In some situations a morale check can not only be failed or passed, but also be nearly failed. Nearly failed is if rolled higher than halved LD (rounding up) but below or equal to Ld, modifiers are applied before halving, but there are no more modifiers outside close combat five usual situations: lost close combat, heavy casualties, pinning, psychic test, rallying checks due to other fleeing unit is gone Heavy casualties: made in consolidation phase, 25% casualties or more in a shooting phase: if failed: fall back Pinning: if morale check fails, unit is Pinned, if nearly fails, unit is Suppressed

Lost close combat: unchanged, difference in combat resolution as modifier - Suppressed: non-vehicle and non-MCs units cannot move flat out, fleet, force a surge, shoot, use psychic powers, react, if they fail a T-test, they cannot surge and charge vehicles and MC: can still react and fire a single weapon, cannot ram, (vehicles fail their T-test automatically), vehicles can only voluntarily become suppressed, embarked units in a suppressed vehicle cannot shoot from within infantry, beasts, unit with swarm get Stealth (1) or level of stealth one up up to 3 if charged: looses suppressed status immediately if forced to make another morale check: morale check, if nearly failed or failed, unit is Pinned instead of Suppressed - Pinned: cannot move, shoot, make consolidate moves, use psychic powers, react infantry, beasts, unit with swarm get Stealth (1) or level of stealth one up up to 3 if charged: looses Pinned status immediately but cannot use defensive grenades and Counter Charge USR and gains no bonus from terrain if forced to make another morale check: morale check, if nearly failed or failed, unit is Falling Back instead of being pinned - Falling Back: in moment of breaking unit immediately makes consolidation move towards own table edge with surge distance, count as having surged for purposes of shooting can act in subsequent turn as normal, but must attempt to move and simultaneously end their movement not closer to any enemy unit. If they cannot move in the movement phase because of this they are removed from play. Therefore they cannot stay stationary voluntarily or charge an enemy. They can perform consolidation moves, but cannot end nearer to any enemy unit. Unit cannot react. if charged: if charging model reaches the unit, unit is destroyed and charge is unsuccessful if forced to make another morale check: unit is destroyed, does not apply for rallying if reaches voluntarily or during their initial move the table edge: are removed from play but dont count as destroyed - Shaken: abbreviation for Suppressed, Pinned, Falling Back - Immobile: abbreviation for cannot move, cannot react, cannot make consolidation moves Rallying: suppressed and pinned units automatically recover in the consolidation phase of their next players turn A falling back unit with squad leader can make a morale check in the preparation phase if there is no enemy unit in 6. If successful the unit can act normally. If failed, the unit is not destroyed. A falling back unit can embark into a vehicle an rallies immediately. The 3 movement can be towards enemies as long as it end inside the vehicle. Fearless (1): if any morale check for rallying, casualties, tank shock or in close combat fails, the unit can decide to pass it anyway, Fearless units treat Pinned as Suppressed, treat Falling back as normal condition Fearless (2): as Fearless (1) but can decide to pass Pinning tests, too Stubborn: always use the unmodified Ld for morale tests in close combat, Stubborn and Fearless (1-2) units must always choose to pass a morale check Misc: swarm = model with swarm rule there is no special rule for allocating wounds against units with multiple wounds Mission rules: 3 old types of placement, only one type of mission Sequence:

place terrain -> decide type of placement -> place mission markers -> decide first turn -> choose stratagems -> put units in reserve ->deploy remaining units -> deploy infiltrating units -> make scout moves First turn: roll-off, looser bids a number of strategy points, opponent can raise or bail out, both player can raise the stake until someone bails out. Winner can decide to go first or last Player that goes first can decide table edge and has to deploy first The looser can spent the strategy points on stratagems Placing mission markers: 1 marker is placed as near as possible to the middle of the table, 4 markers are placed in turn, starting with the player that goes first. marker has to be more than 12 away from table edges and other markers marker use a 60mm base and are impassable terrain, the center marker is flat and doesnt block line of sight, the players can use every shape they want for the markers they place, as long as it doesnt overlap the base significantly Night Fighting: all units Veiled (1) Scout: 12 move before the game after infiltrators are placed, outflank Infiltrator: can be placed anywhere outside 18 of enemy models, count as veiled (2) as long as they make no voluntary action Outflank: nominate side, on 3+ comes from there, on 1-2 from other side Deep Strike: mishab table as before, place squad leader, if in 6 of enemy: 3D6 scatter, use arrow on hit symbol, if in 12: 2D6 hit is hit, in 18: 1D6, outside 18: no scatter may only advance on turn of arrival, even with fleet or flat out, count always as (advance) moving, charge allowed Reserves: unit(s), their transport and joined IC count as one unit for all reserve related purposes, but the unit has to start inside the transport and IC has to be in the unit, units can use special deployment options of the vehicle but not vice versa, 1. nominate any number of outflanking units to harry, place them near the table, facing the enemys table edge 2. flank guard: nominate half (rounding down) of the remaining units to arrive in turn 2, place them near the table, facing the small table edge 3. rear guard: the rest arrives in turn 3, place them near the table, facing the own table edge In the preparation phase when you put an unit in reserve you have to decide upon a deployment method In preparation phase: flank guard: from turn 2 on: arrives on 2+ rear guard: arrives in turn 2 on 1, and from turn 3 on on 2+ harrying units arrive on 4+ from turn 2 on all remaining reserves are arriving on turn 6 for every harrying unit that is in reserve in the enemys preparation phase, you can make the enemy reroll one reserve roll units from reserves are placed in the preparation phase in base to base contact with table edge (if not deep striking), if there is not enough space, placed back in reserves Victory Points both armies can collect victory points throughout the game, there are two ways: claim a kill, claim a

mission marker at the end of the game turn: Claim Kill: every destroyed tank (not vehicle), walker, monstrous creature or independent character is a kill. Every squad leader that is killed is a kill (not counting standards, etc.) Every kills gives one victory point Claim Marker: You check in your own preparation phase if you hold or control a marker. Opponent checks in his preparation phase. You control a marker, if there is one of your scoring units in 3 of the marker and no enemy scoring unit. If you control a marker you get 3 victory points. You hold a marker, if you dont control it, there is one of your non-scoring non-vehicle units in 3 and no enemy unit. If you hold a marker you get 2 victory points. You start in the preparation phase of the second going player in the second game turn. The player that goes first checks a last time at the end of the game as there is no preparation phase in turn 7. Vehicles and shaken units are completely ignored. Embarked units only count if transport is opentopped. Game length: 6 turns Stratagems: 1 can place automatic turret immobile BS 3 10/10/10 is equipped with twin-linked weapon can choose one weapon, that an infantry model from FOC Troop can be equipped with 1 the first or last game turn is night fighting 1 can re-roll one outflanking roll and one deep striking scatter roll per turn 1 can block every psychic power on 6+ even if no psyker in 24, psykers block on 4+ 1 steal the initiative: if going second, roll at the start of the game a D6, on 6 you go first 1 own units use Ld 10 for pinning morale checks 2 one unit for every full 1500 points can get one of the following USR: Tank Hunter, Shielded, Fearless (1), Preferred Enemy, Relentless 2 decide during deployment if rear or flank guard: roll a single reserve roll for all units in chosen guard 2 Mine Field: makes one piece of terrain for every full 750 points dangerous 2 units of both forces that are holding or controlling mission marker have Overwatch USR 3 can make one non-vehicle unit upon deployment scoring 3 enemy deep striking units must subtract 6 from distance to enemy to see how they scatter 2 all weapons of one unit for every full 750 points have the Anti Air and Tracer rule

4 you can switch units from rear guard to flank guard until you roll the first reserve roll, every unit can decide upon arrival which deployment method it uses: deep strike, normal reserve or outflank, one unit for every full 1500 points per turn can change its deployment method to one it cannot normally be deployed with 4 All own units count as having surged or moved flat out before the game. 4 all own units are equipped with offensive grenades 6 all enemy units count as being in terrain in their first turn 6 all own units count as Veiled (2) in turn one 6 enemy rear guard and flank guard units roll like harrying units for their arrival 12 Pitch black: Night fighting with Veil (2) during the whole game 12 own units: weapons fired in 6 range count as twin-linked 12 enemy must re-roll successful cover saves every stratagem can only be taken one time, for every unspent point, once per game one roll may be re-roll, this cannot be the steal the iniative roll Narratives rules: - optional rules: apocalyptic weapons, super heavy vehicles (not much changed, but rules for damaged super heavies for small games), formations - new deployment types, mostly taken from mission expansion - new victory conditions - rules for games with predetermined strategy points for both players - three sets of additional stratagems: fortifications, deployment options, reinforced buildings - special terrain: ruins, streets, hell rivers, deathworld mangroves, warp gate, sand pit, orbital landing platform, habitat block - highly modular: you can mix deployment rule, victory condition, optional rules, available stratagem sets, number of strategy points to spent and special terrain: voila, you have your own mission some more: - narrative rule with strategy points: can agree with other player to with fix stock of strategy points, both players can spend them, then the looser of the bidding can use his strategy points on top - damaged super heavies are cheaper, have only one structure point left, give 5 victory points - pistols can make only a single attack in cc - new close combat weapon: colossal power weapon: 2D6 against vehicles, models with S5 attack in I-order, models with lesser attack last. dreadnoughts double strength, dreadnought cc is colossal weapon - IC can still be picked in cc, that seems to be huge, as in most meeles their is a wall of models that are in base to base contact - movement is really fast now, every unit behaves almost the same, but you need marker for movement distances - only very tiny paragraphs for unit types - favorite tactic: charging unit with large ork mob, attack with almost every model,

than shoot the hell out of another unit

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