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Reference sheet

Creating a warband You must have one leader and one only. For every 5 men in your group you are allowed one heavy gun And all of the extra equipment only upgrades one guy, so if you thought drums for Orcs would benefit all the Orcs, you thought wrong, it only benefits one.

Phases 1. 2. 3. 4. 5. Priority For those of you who do not know what this phase is for, I am here to explain. Basically every turn each player rolls a die to see who moves first, shoots first, chooses which combats to do first/ assault first. Ex: space marines roll a 4 at the beginning of the turn and chaos rolls a 5, chaos for this turn gets to move first, after chaos is done moving the marines can move then. Once the marines are done moving chaos can then shoot, then the marines can shoot, and so on. So the game is move move, shoot shoot, assault assault. The game is not chaos players turn to move shoot and assault but more of a shared turn. Priority Movement Shooting Combat/assault Recovery

Movement Each unit has a standard movement which they may move Running is double the units standard movement and if you run you do not shoot Charging is double your standard move but you end in base contact with an enemy Units carrying a heavy gun may not run or move and shoot Climbing more than 2 Inches requires an initiative test, if failed they fall, 1 strength 4 hit for every 2 inches they fall A unit may jump a gap equal to half the movement it moves but must take a Ld test first, Ex: 6 movement could make a 3 jump but if the unit is running therefore doubling its movement it can jump a gap of 6 Also units within 6 of their commander may use his leadership unless he is on the ground.

Units may hide, and can only be seen by an enemy who is within their initiative value in inches(enemies initiative value)

Shooting Aim and fire, pick a unit to shoot first, then measure, if you are out of range, tough luck True line of sight You may shoot through your own units If you have an assault gun that you are firing, during the combat phase you may charge the unit you chose to shoot at but the unit must be within your standard movement allowance not the doubled distance a usual charge is composed of.

Combat Highest initiative goes first Once the combat is done, if people are still alive do combat resolution. The unit with the most members and most kills wins, add up models in combat and wounds they caused. Ex: 3 Orcs fight 2 Chaos warriors, the Orcs cause 1 wound on each chaos warrior, and the chaos warriors cause no wounds. Chaos has 2 combat points for having 2 men, the orks have 3 combat points for having 3 men and have 2 more for causing 2 wounds on the chaos dudes, for a total of 5 points for the Orcs and 2 for the Chaos dudes. Chaos loses the combat by 3 and must take a leadership test at -3, therefore they need to roll under a five with 2 dice. If the chaos warriors fail they run 2d6 directly away from the Orcs, if they pass they stay and fight. If they do in fact run the Orcs may chase them down by rolling 2d6, if they catch up they kill the chaos dudes. Chargers gain +1 attack for wielding 2 combat weapons and no +1 for charging

Recovery Phase Units on their backs may get up Units on their faces may roll on their backs Units fleeing may take a Ld test to stop running Units previously knocked on their backs must take a Ld test at this time And any unit that wants to advance in their movement that did not need to take a ld test this turn may take a ld and make a movement at their standard rate

Wounds -once a model has lost all its wounds roll on the chart below

1-2 the model is put on its back, once this has occurred it may take an initiative test to get up right away before the recovery phase, but during the recovery phase the model must take a LD test to remain cool. If it was a multiple wound model it returns back up with one wound on it. If a model is shot at or hit in combat that is on its back, the attacker may immediately roll on the injury chart instead of rolling to hit and wound 3-4 The model is knocked out and put on its face, any attacks against this model will kill it, and if no friendly models are within 6 inches of this model it is counted as dead and will not recover. 5-6 Dead the model is, take him off the field

Posses at half strength must take Ld every turn to make sure their men dont run away, you take these tests with every individual model unless he is within 6 inches of the commander who has passed his Ld test, and there is no unit coherency all units must act alone unless told otherwise in a special rule.

Special army rules! Imperial Forces -They may use their commanders Ld from 18 inches away and during the recovery phase if their Leader moves so shall all men who did not need to take a Ld already Orcs -All Orcs have furious charge, +1 initiative and +1 Strength - Orcs also have True grit, now you are like what does this mean? Well keep reading and you will find out. True grit means that bolters or any bolter size weapon can be used and wielded with a single hand, it is treated as a pistol in combat and they can use the other hand to hold another bolter or a combat weapon. Eldar

They can dodge any kind of attack, shooting and combat on the roll of a 5+, so an enemy rolls to hit, then the elder roll to dodge then the enemy rolls to hurt out of what actually hit these incredibly agile creatures They are also fast, so they add 1 to every pursuit roll and fall back roll

Chaos They are relentless, can move and fire heavy weapons and they can run with heavy weapons this doesnt mean they can run and fire them, they can just run with them.

Necrons well be back on a 4+ for all Necrons that fall, this roll is made after the injury chart is rolled on, if the result is dead or on face, they may roll on the recovery phase, if they are killed on their back or face before recovery, then they roll we will be back during recovery and return with a single wound.

Tau the tau have special shielding around the armor that they use, so every time they are hit, they take a 4+ save to represent this armor, if the save is failed, the protection shield is broken through and they must take a regular armor save unless they recharge this shield. They can recharge the shield by sacrificing movement, if the unit does not move then his shield reforms, if he moves the shield does not reform. The tau also can manually replenish the shield on the roll of a 5+ during the recovery phase and are free to move the next turn.

Dark Eldar These dudes have fleet of foot, they may add 2 inches to running and charging distance, and may take a leadership and charge during the recovery Phase.

Tyranids If the warrior is present on the battlefield, then all Tyranids may return to the field on a roll of 4+ when they are dead, Tyranids are without number when their general is present. Their generals LD may be used from 12 inches away too.

Kroot Mercenaries

Yes, they may be taken as their own gang/faction if a Kroot Shaper is taken as the tau Leader. Since the kroot do not wear tau armor, the tau special rule does not apply to them. These are the rules all Kroot have, whether in a mixed tau gang, or an all kroot gang these rules apply. They have Stealth, Infiltrate, and hit and run They may also purchase sniper rifles from the imperial extra list

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