You are on page 1of 6

* = lost by independent character joining a unit which does not have the ability, also lost bu the unit

Universal Special Rules that is joined by an independent charcter that does not have it
When a unit with this rule is assaulted by the enemy it must take a leadership test. If successful they
Counter-Attack get +1 attack. Cannot be used if the unit is already in combat from the previous turn.
Eternal Warrior Immune to Instant Death
Automatically pass all moral and pinning tests. They will never fall back. Can go to ground
voluntarily. Independent characters gain this ability when joining a fearless unit, but loses it when
joining a unit which is not fearless. If a unit is faling back and gains this ability it automatically
Fearless regroups at the beginning of its next movement phase.
on an unsaved wound - 1,2,3 take wound - 4,5,6 save. Cannot be used against instant death (even if
Feel No Pain eternal warrior), AP1, AP2, and power weapons
Fleet* May assault in the same turn it has run
Furious Charge +1 Strength and +1 Initiative when assaulting (does not effect sweeping advance role)
at the end of assault roll Initiative test (leadership?). If failed nothing happens, If passed unit breaks
3D6" in a straight line away in any direction. No sweeping advance rolls. Enemy units may
consolidate. Not slowed by difficult terrain but affected by dangerous terrain. Cannot contact another
Hit and Run* unit. If both units have this ability roll off to see who goes first, last one may consolidate.
Deployed last. If both have infiltrators roll off and alternate. May be deployed anywhere on the table
Infiltrate* 12" away from enemy units, if not in line of sight, 18" if in plain sight.
Move through Cover* Roll an extra D6 when rolling to move through difficult terrain.
Night Vision/Acute Senses Can re-roll test to determine how far you can see.
Can re-roll their rolls to hit against their preferred enemy. Does not work on vehicles without a
Preferred Enemy weapon skill.
Must move as fast as possible towards the nearest visible enemy. If they run, or consolidate the
Rage same rule applies. If no enemy is visible they ignore this rule.
Can shoot rapid fire and heavy weapons counting as stationary if they move, and can assault. An
Relentless independent character must abide by the assaulting rules of the unit it has joined.
After everything has been deployed the scouts can make a normal move as long as they don't move
Scouts* within 12" of the enemy. If both have scouts roll off and alternate. This rues applies to transports.
Skilled Rider May re-roll failed dangerous terrain tests if it is a bike or calvary
Are relentless. Always count as moving through difficult terrain (even assaulting). Independent
characters that are slow and purposeful cause units they have joined to move at the independent
Slow and Purposeful characters speed.
Stealth +1 to cover saves
For Moral Tests ignore negative modifiers. Independent characters confer this ability onto units they
Stubborn have joined.
Have stealth and vulnerable to blasts/templates. Intervening swarms do not offer a cover save to
Swarms monstrous creatures or vehicles
Tank Hunters +1 to armor penetration rolls. Auto pass morale from tank shock
can move 24". Cannot move through difficult terrain, shoot or assault. Receive a 3+ cover save,
Turbo-Boosters* cannot go to ground and pass all pinning tests.
Vulnerable to
Blasts/Templates If vehicle each hit counts as two hits. If not vehicle each unsaved wound counts as two wound.

Other Rules of Interest


Assaulting through cover if you get there Initiative =1
If you do not take a Morale test after losing combat you take wounds equal to the number your side
No Retreat! has lost by. All saves can be taken.
For the Psykic Test - on a 1,1 or a 6,6 the psyker takes one wound, no armour save except
Perils of the Warp invulnerable saves apply
Ordanance Weapons When rolling on a penetrating hit roll 2 dice instead of one and pick highest result
Assaulting Walkers Must roll a 6 to hit
Remove initiative modifier from cover, Defensive and assault grenades=4+D6, Krak grenades=6+D6
Grenades Melta Bombs=8+2D6
Ork Special Rules
Once per game the Ork player may declare a Waaagh! during his shooting phase. But not on first turn. All units except
Waaagh! gretchin get fleet. If the unit role a one when making their movement one model will take a wound.
Mob Rule May use the number of models in unit for leadership. If 11 or more auto pass.
Waaagh! Banner Unit has +1 WS
Mek's Tools Can repair a 'weapon destroyed' or 'Immobilised' instead of shooting. 4+ repairs. 1 adds "'Shaken'
Kustom Force Field Units within 6" receive 5+ cover save. Vehicles count as obscured.
Grot Oiler May re-Roll failed Mek's Tools roll. Remove Oiler after.
1,1=No Shot, Remove Mek and models within D6". 2,2=Opponent may choose the target. 3,3=Resove shot on nearest unit,
friend or foe, 4,4=Use small template, any hit S and AP of 6. 5,5=No Shot, Place Mek in Base contact with target, act as if he
initiated assault. 5,6=Only model under template hole is hit, S10, gun may not fire next turn. 6,6=Any model hit by gun is
Shokk Attack Gun removed from play, vehicles take penetrating hit.
Warphead May re-roll dice to see which power he uses
If Weirdboy is in combat 1,2,3=Power Weapon. 1=S6 AP3 Blast, Pinning hit centered on weirdboy. 2=R24" S6 AP3 Blast,
Pinning weapon, auto hit. 3=R36" S10 AP2 Melta weapon, auto hit. 4=All Orks in weirdboys unit have +1A for a turn.
5=Weirboy and his unit make a deep strike, even if in combat, enemy stays in place. 6=auto Waaagh! does not use players
Weirdboy Psychic Power norma Waaagh!
Dok's Tools Feel No Pain Special rule to his unit
Urty Syringe Always wounds on a 4+
Grot Orderly Re-roll a failed Feel No Pain roll, remove Orderly
Mega Armour 2+ save, Twin-linked shoota and a power claw, Slow and Purposeful
If Trukk suffers 'Vehicle Destroyed!' or 'Vehicle Explodes', if there are multiple, roll one dice on chart below and alppy lowest
dice roll. 1,2=Trukk destroyed, All models and passengers within D6" take S3 hit, passengers must disembark and take a
pinning test. 3,4=Move Trukk 3D6" in a random direction(Ork player chooses on a Hit), if Trukk would careen into enemy or
Ramshackle terrain stop 1" away, then apply 1,2. 5,6=All Passengers mus disembark but take no damage, Trukk wrecked.
Glory Hogs Must Shoot and assault a visible vehicle regardless of range, if none in line of sight act normally
Tankbusta Bombs Armour penetration 6+2D6
Tankhammer S10 two-handed weapon
On a 2+ the squig attacks the nearest enemy vehicle within 18" causing a S8 hit on side facing tankbusta, on a 1 the squig
Bomb-squigs runs for the nearest friendly vehicle within 18", remove squig afterword
Burnas Shoot or assault with power weapons but not both in the same turn
Exhaust cloud 4+ cover save
Warbike Exhaust cloud, +1 Toughness and 4+ armour save
Rokkit Pack Every time a stormboy moves or falls back using his rokkit you may add D6 to the movement, on a 1 remove a stormboy.
Buzzsaw Power Claw
Once per game, Place a Large Blast marker on a Model the kopter has moved over that turn, scatter D6, resolved with S4
BigBomm AP5
Grabba Stikk A model in base contact lose an attack
Grot-prod Poisoned weapon, wounds on 4+
Squig Hound If Moral test is fails remove D3 gretchin and re-roll morale
It's a Grot's Life If Gretchin move into mine field, remove minefield and remove 3D6 gretchin
ZZap Gun On a roll of 10 or more, one crew dies and the hit is S10, if the gun penetrates a vehicle, always add crew shaken
Each Looted Vehice must roll during movement, on a 1 the vehicle must move directly forward as far as possible (could
Don't Press Dat cause tank shock on enemy) and passengers cannot disembark
Deff Rolla Any Tank Shocks add D6 S10 hits on unit, if they elect death and glory add another D6 S10 Hits
Gitfindas Can measure range before shooting
More Dakka Assault 2
Shootier S6
Blasta Subtract 1 from AP roll on Snazzguns, Get Hot!
Ammo Runt Can re-roll one to hit once per game for a shooting attack
Attack Squig +1 Attack
Bosspole Inflict a wound (not on the model with bosspole) to the unit to re-roll morale

Vehicle Upgrades
Ard Case No longer open topped
Armour Plates It treats crew stunned as crew shaken
Boarding Plank Allows passengers to make assaults on vehicles within 2" as long as they have not moved over 12".
Grabbin' Klaw At beginning of enemy movement phase nominate a vehicle within 2", on a 4+ they may not move this turn.
Grot Riggers An immobilized vehicle may roll a dice during the ork shooting phase, 4+ is repaired
Red Paint Job +1 to Movement but does not count for penalties
Reinforced Ram Can Tank Shock, Treats front armour as +2, when resolving death or glory attacks, may re-roll dangerous terrain tests.
Stikkbomb Chukka Any unit disembarking and charging from this vehicle count as having stikkbombs
Wreckin' Ball Cause a S9 hit upon one enemy unit within 2" on a 4+, May not be used if moved more than 12"
Automatically pass tests to regroup, and can roll when unit is below 50%,
And They Shall Know No when unit regroups they can move normally. cannot be destroyed in a
Fear sweeping advance. They are subject to the No retreat rule
If unit has 10 members they can break down into two five-man units, this
Combat Squads must be done when unit is deployed.
Unit can reroll failed reserve rolls if arriving by Deep Strike, also they scatter
Descent Of Angels 1-D6 instead of 2-D6.
After forces are deployed but before scout moves are made roll a D6 for each
unit with The Red Thirst, on a roll of 1 the squad has Furious Charge and
The Red Thirst Fearless.
Signum Any model in the unit may have BS of 5 for remainder of the turn.
Vanguard Veterans only, If jump pack unit arrives from reserve by Deep
Heroic Intervention* Strike they may assault instead of shooting or running.
None Can Stay My Wrath Death Company Dreadnought ignores crew shaken and crew stunned results.
A unit may deploy via Deep Strike within 6" of a unit with a beacon and not
Locator Beacon roll scatter dice, beacon must be on table at start of turn.
Lucifer Engines Fast Vehicle Type
Power Of The Machine Spirit The vehicle may fire one more weapon then normal.
Assault Vehicle Models disembarking may assault if not Deep Stiking The same turn.
Iron Halo 4+ invulnerable save
Rosarius 4+ invulnerable save
Crozius Arcanum Power Weapon
The Blood Crozius Master-Crafted power weapon
Honour The Chapter Character and joined unit are fearless.
If assaulting the chaplain and unit may reroll failed rolls to hit, the death
Liturgies Of Blood company may reroll failed rolls to wound.
Black Rage The Rage special rule applies and does not count as a scoring unit
Blood Chalice All Friendly units within 6" have Furious Charge and Feel No Pain
May Nullify an enemy psychic power within 24" after enemy passes a psychic
Psychic Hood test. both players roll a D6 +leadership, if won power is nullified.
Glaive Encarmine Two-Handed Master-Crafted Power Weapon
Angelus Boltgun Loaded with Bloodshard shells: range12, S4, AP4, Assault2
An enemy assaulted by one or more models with a death mask must pass a
Death Mask leadership test or be reduced to WS1 for the assault phase.
Infernus Pistol Pistol Sized Melta Gun range 6"
Blood Fist Power Weapon S10
Reroll Failed rolls to wound,paired:for every unsaved wound caused gain an
Blood Talon additional attack which may generate further attacks.
Combat Shield 6+ invulnerable save
Storm Shield 3+ invulnerable save
Jump Pack move 12" Deep Strike, Decent Of Angels
Camo Cloak Stealth special rule
Dragonfire Bolts-Range 24 S4 AP5 Ignores Cover, Vengence Rounds-Range
Special Issue Ammo For 18 S4 AP3 Gets Hot, Kraken Bolts-Range30 S4 AP4, Hellfire Rounds-Range
Vanguard Squad 24 S2+ AP5 Poisoned
Synapse Creatures and Tyranid Units within 12" are in synapse range- are not subject to
Instinctive Behavior and are Fearless. If a unit is falling back and is within synapse range before
Synapse Creature moving it automatically ralies
Any enemy psyker that takes a Psychic Test within 12" of a Tyranid with Shadows of the Warp
Shadow In the Warp must use 3D6 and will suffer Perils of the Warp on any double 1 or 6.
All unengaged Tyranid model that are not falling back or have gone to ground must take a
leadership test at the beginning of their movement phase. If passed the unit acts as normally. If
Instinctive Behaviour failed act with Lurk or Feed Instinctive behavior.
May not move in movement phase. May not assault in the assault phase. Must shoot the
nearest enemy unit. If no unit is in line of sight or it cannot shoot it must run towards the nearest
Lurk piece of terrain, unless already in terrain.
Feed Has Rage, may not shoot in shooting phase but can run.
Hive Commander a single unit may outflank, and while he is alive add +1 to reserve rolls
Indescribable Horror In order to charge a leadership test must be passed, does not effect units who are fearless.
Old Adversary All units within 6" have Preferred Enemy special rule.
Shieldwall Hive Tyrant may join as Independent Character, if joined the unit may not go to ground.
If a Hive Tyrant is killed while a part of the tyrant guard unit, they gain Furious Charge and Rage
Blind Rampage for the rest of the battle.
Alpha Warrior If a Tyranid Prime joins a unit of Warriors they use his WS and BS
Bounding Leap Roll three dice for run and take the highest
Strangleweb Use the targets unmodified strength for wound rolls instead of toughness
Brood Telepathy Not subject to Instinctive behavior rule
Chameleonic Skin

You might also like