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RUN!

in shooting phase may run 1D6" instead of firing and assaulting P16

Roll to hit given by BS only

strengh of weapon against toughness of a model, but any AP 3, 2, 1 weapon=no


Roll to wound
save as SV=3 for std SM, For Terminators then just AP 2 and 1 as SV=2

if Strengh of a weapon is twice the value of the toughness of the model then instant
Instant Death
death, if it fails it's saving throw, no matter how many wounds the model has,

against vehicules, if at less than half it's maximum range then add 1D6 when rolling
Meltagun
to penetrate

Rapid Fire Can't assault if used in the shooting phase wether you rapid fired or not

Assault more than 1 unit Ok to do so if they are close enough to the enemy you assaulted first P34

Your Initiative drops to 1unless assaulted unit is locked in combat already or has
Assault through difficult terrain
gone to ground

at the end of the assault check who's lost most men and the loser takes a morale
Assault result
check not to fall back with a modifier see below. if it's a draw then keep on fighting

1) if you loose your assault then your roll is modified by the differential of losses 2)
Morale check P44
if you lost more than 25% of your unit in the shooting phase

Fall back! Move back 2D6" every turn towards your edge of the table until you regroup P46

if falling back only, Then both player to roll 1D6 and adds their initiative to the result,
Sweeping advance If the winner of the assault is higher the falling back unit is destroyed otherwise it
keeps falling back

Consolidation winner may move 1D6" at the end of the assault if enemy is destroyed or falls back

Special characters in assault can be targeted separately if in base contact ! P49

Vehicules if stationary: can fire everything


at combat speed 0-6" then 1 weapon + all defensive weapons (S4 or less)
at cruising speed no shooting

if on a road for the whole movement can add 6" and still be cruising speed

if moved can still rapid fire or use heavy weapons

optional weapons count as 1 for firing purpose

if ordnance weapons are used it's the only weapon that can be fired even if not
moved

ordnance barrage rules P58


Roll to hit as normal then roll 1D6 + your WS - if
under Armour value then nothing - if
Armour Penetration
equal Armour value then glancing hit - if
above Armour value then penetrating hit

if hit by ordnance weapon then roll 2D6 and use the best roll

template weapons see P60

Vehicule cover saves if more than 50% of the hull is hidden P62

Smoke launchers can be used once per game to give 4+ CS but no shooting then

Firing points ! Rhino has 2 firing points 2 SM can shoot through these unless at cruising speed

Movement and passengers passengers count as having moved if the vehicule moved

Movement + embarking/dismbkng vehicule can't move/pivot if it has moved and has loaded or unloaded it's SMs

Troops can't move or assault when they disembark after the vehicule moved

troops can DB if within 1" of an enemy: emergency DB but can't do anything then

Dedicated transport don't count as 1 vehicule in the force organisation chart

Declare distance of travel then move and if in contact with the enemy unit then it
rolls a morale check - fail =
Tank shock
fall back - succeed =
move out of the way and may attempt Death or Glory see P69

Ramming see P69

1 extra speed above "cruising speed" => "Flat out" 12 to 18" but no firing at all but
Fast vehicules can fire 1 weapon at cruising speed + defensive weapons (S less than 4) can fire
all weapons at combat speed

Skimmers + fast Max travel = 24" (flat out)


No terrain test unless you stop on it

shooting: get +4 cover saves if moved flat out on the turn

automaticaly "wrecked" if hit when going "flat out" + immobilised result

Walkers as infantry for mvmt: 6" and 6" when assaulting

terrain test as infantry but if failed = immobilised

can run but no shooting and no assault

can assault when they have use rapid fire or heavy weapons

in CC always use front armour value

if attacked by grenade or melta bomb only hit if roll of 6 unless stonned or


immobilised then use normal WS

if immobilised or stunned walkers loose 1 attack in CC to a minimu of 1 but they


keep working no matter how many more immobilised or stunned result they get

shacked does not affect walkers for CC

Dreadnought CC weapon = power weapon + x2 the strengh to a maximum of 10


Buildings if units on roof or balcony add +1 on the damage roll for the building

when using a template weapons, fired through firing points it's 1 hit on the building +
1D6 hits on the occupiers

Ruins = +4 cover saves


Ruins = difficult terrain
Ruins = dangerous terrain for bikes and jump infantry if they stop or start in it

moving up = 3" out of mouvement allowance

treat buildings as vehicules when attacking them

automatic hit when assaulting a building

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