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BDS40K.blogspot.com 1. Select Warlord a. Done at army selectionnot pregame 2. Determine Mission 3. Determine Deployment Type 4.

Roll For Table Sides 5. Place Fortifications a. Player who won d6 table side roll places 1st 6. Place Terrain (if applicable) 7. Place Objectives a. Player who won d6 table side roll places 1st Objective b. No objectives within 6 of any table edge c. No objectives in or on impassable terrain, buildings, or fortifications 8. Roll for Warlord Traits 9. Roll for Psyker Powers 10. Roll For Night Fight (d6 roll of 4+) 11. Roll for Choice of 1st Turn and 1st Deployment 12. Player Deploys 13. Second Player Deploys 14. Roll for Infiltrators (if both players have infiltrators) 15. Deploy Infiltrators 16. Roll for scout moves (if both players have scouts) 17. Make Scout Moves 18. Turn over hidden objectives in The Scouring mission. 19. Roll for Seize the Initiative 20. Start of Movement Phase Rolls a. (i.e. Blessing, Maledictions, Orders) 21. At START of Turn 2 Roll for Reserves a. Happens before start of movement phase rolls (i.e. Blessing, maledictions, orders) b. Arrive on d6 roll of 3+ on turn 2 and 3 c. Arrive automatically turn 4 d. Cannot assault /use any abilities/special powers required to be on table at start of turn. e. Roll for all units, then can choose which to deploy in any order f. After deploying all reserve units begin normal movement phase (see #20) 22. Roll for Night Fight Turn 5 if not activated pregame a. d6 roll of 4+ it is in effect rest of game b. otherwise roll each turn till game end 23. End of Turn 5 roll for game end a. ends on d6 roll of 1 or 2 24. End of Turn 6 roll for game end a. ends on d6 roll 3 or less 25. Game Ends automatically on Turn 7

DAWN of WAR

VANGUARD STRIKE

21.5 14.5 HAMMER and ANVIL

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