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THE GenaE Surr,tMARY

,et*-..-* -"1
PnEpenrNG FoR Berrrn Next, tertain should be placed on the battlefield. fhis
Before you can play a game, you will need to prepare a few thlngs: can be done rrsin$ the Narrative or Alternatin$ methods
- Narrative Terrain (see page 120); set up the terrain to creale l t
. First, you need to choose your army. To do so, you need fantastic looking battlefi eld. I
r
to decide what you want to include: - Alternating Terrain (see page 120) r
(see page 109). . Pool all the your terrain to the side ofthe battlefield. L
- You must have a Primary Detachment
You may be able to include allies (see page I l2).
. Determine the terrain density by rolling a D3 for each 2' bv 2'
-
section ofthe battlefield and noting it down.
- You may include a Fortification (see page 109)
Fina11y, you must choose one of your HQcholces to be the Starting with the player who won the roll-offfor table hah es.

Warlord leading your force (see page I I I ). alternate deploying a terrain'piece' anyrvhere on the board. E::
terraln'piece' is either one substantial piece (such as a buildl:-:
ruln or forest) or up to 3 sma11 pieces (such as battlefield deb:.:

?layers continue to alternate until they choose to stop or until


they reach the maximum terrain density for each board sectrc:
j)
After both players have finished, and as long as both players
agree, you rnay shuffle the terrain around to create the best
looking battlefi eld possible.
Next, you need to see what EternalVat rnission you
will be playing and set up the battlefield. Now, place any objective rnatkets the rnission you are
- To determine which Eternai $?ar mission you will be playing, you playing requires.
can either pick one with your opponent or roll a D6 to randomly - Staning with the player who won the ro11-off for table halves.
choose one, referring to the following table (see page ll8)' alternate placing the objective markers untl1 they have all bee:-
placed following the restrictions on page l2l.
D6 EternalwarMissiorr Page
I Crusadc 126 Players rnust now deterrnine their W'arlotd Ttaits.
2 Purge the Alien 127 Rollon one of the tables available to yourVarlord
3 Big Guns Never Tire 128 (either ftom page lll or one frorn theit codex, if it
I has one).
4 The Scouring 129

5 The Empetor's Will 130

6 The Relic l3l If either player has Psykers that generate randorn
psychic powers, theygenerate thern now.
* To determine which deployment map to use, you can either pick
one with your opponent or ro11 a D3 to randomly choose one'
the battlefield.
It is tirne to deployyour forces onto
referring to the following table (see page I 18). Roll-off; the winner chooses to deployfirst or second-
- The player deploying first then deploys their entire force rvirhr:
D3 Deployrnent Map Pag: their deployment zone, excluding units uslng their Infiltrare
I Dawn of War ll9 special rule and any units being kept as Reserves.

2 Hammer and Anvil ll9 - The player deploying second then does the same.
ll9 - Units using the Infiltrate special rule are deployed next. Ifborh
3 Vanguard Strike
players have such unlts, ro11-off; the winner chooses who goes
wlnner selects one ofthe table first. Alternate placing units until all eligible units are deplovej
- Fina11y, the players ro11-off, and the

halves to be his, with th9 other halfgoing to his opponent - Any units with the Scouts special rule may now redeploy
,/ Ifboth players have such units, ro11-off; the winner chooses
If either fotce contains fotifications, they
any who goes first. Alternate redeploying units until a1l eligible

need to be placed at this point. If both fotces have units are te-deployed.

fottifications, the playerwho won the toll-offto choose


table halves places theirs first (see page 120). The player who deployed second rnay now attempt to
Iortlfications must be placed who11y within your own table half Seize the Initiative (see page 122). rfhe succeeds, he has
-
and cannot be placed within 3" ofanother fortification. the first turn. If he fails, he goes second. Dr*
MovrlmNr Puess
Select aunit and follow the steps below. Repeat the steps
for each unit in yout force that you wish to lnove.

If the unit is falling back, it first atternpts to Regpoup


(see page 3l).
If it successfully Regroups, it may move up to 3".
Ifit fails to Regroup, it must lall Back (see page 30) rowards its
own table edge.

State which rnodels (if any) in the unit are rrot rnoving.

Deterrnine if the unit will be moving through difficult


terrain and (if appropriate) roll for rnaxitnurn rnove
distance (see page 90).

Move the unit utrr to its rnaxirnum move distance. If it


has gone to gpound, the unit cannot rnove (see page l8).

The chart below lists all the unit q,pes and shows their standard move
distance alongside the effect difficult tenain has on their movement
(ifany), as well as other reference information.

UnitType Move I)istance Diffi cult Terrain Effect Fall Back


Page
Disfance
Inlantry 0'- 6' Roll 2D6 and picL the highesr. 2D6' 44

Jump units (using their Starting or ending in dilficult terrain requires


jump pack) 0.- 12"
Dangerous Terrain test.
a
3D6', 47

Jump units (not using their As per their standard


jump pack) As per their standard unir rype 3D5" var
unia t)?e
Beasts 0" - t2' No effect 3D6" 48
Cavalry 0' - 12" Counts as dangerous terrain. 3D6" 48
Bikes 0' - 12" Counts as dangerous terrain. 3D6' 45

Starting or ending in difficult tenain requires a


Jetbikes 0' - t2" 3D6', 45
Dangerous Terrain test.
Monstrous Cteature 0'-6" Roll 3D6 and pick the highest. 2D6', 48
Artillery 0'- 6' Roll 2D6 and pick the highest. 2D6" 46
Jet Pack units Starting or ending in djfficult rerrain requires
(using theirjet pack) 0'-6' a
2D6', 47
Dangerous Terrain test.

Jet Pack units As per their standard


(not using theirjet pack) unit type As per their standard unir Type. 2D6" var

Skimmer Srarting or ending in difficuh rerrain requires a


0' - t2' n/a 83
Dangerous Terrain test.
walker 0"-6" Roll 2D6 and pick the highest. n/a 84
18" - 36" (limited to single 90'
a
Flyer (Zoom mode) No effect
pivot at the start ofits move) n/a 80

Ilying Monstrous Creature 12" - 24"(limited to a single 90"


(Swooping) pivot at the staft ofits move) No effect n/a 49

A11 other Vehicles 0' - 12" Dangerous Terrain test. n/a 7t


Snoorruc PnesE Vehicles have a different chart, as it is usually how {ar
Choose one ofyour units that has not yet acted in this Shooting phase a vehicle has rnoved, rather than what type of weapon it
and decide if you wish to shoot with it or move it. If you wish to shoot, is fitin$, that determines how e{fective its firepower is.
then fol1ow the process below; if you wish to move, see Moving in the - The notable exception to this is Ordnance weapons. Iiring an
Shooting phase. Ordnance weapon means that a vehicle can only make Snap Shots
with its other weapons that turn (see page 7l).
. First, choose a target - for an enemy unit to be a viable target,
one or more model. in the enemy unir must:
Be in range ofat least one weapon in the firing unit. HowManyweaponscanavehicle l

Be h line ofsight for at least one model in the firing unit fireatfullBallisticSkill l

Vehicle Cornbat
T:rpe stationary speed
If models in the target unit are in varying levels of
cover, then you maywish to Focus Fire (see page l8). Wrlk". AII All
Fast All All
Next, roll To Hit - whether or not the models in the firing unit
moved in the preceding Movement phase can affect how many shots
l:"y ... 1...--.
Al, . All
Ilyers (Zoom ,

a weapon can fire and the accuracy ofthose shots (see chart below). All 4
Y,"9:) l
All other l All
Moving I Ass".rlr
Effect of vehicles I

-t#"
\Veaoon
Nurnber of snap shots Page
Shots I orrtvf I Firing? -?-tf:
*'.'"-: l

:
Assault I rull
|'--'--.-----''--:
i No I Yes l 5l

'.4&'
o
^.El
\
Once you have worked out how many shots the unit can fire, divide - Against vehicle rrnits: instead of using the chart, add the

these into groups or use different dice so that you can keep track ofany number rolled on the dice to the weapon's Strength.
weapons with different Strengths, AP values or special rules, or any . If the total equals the Armour Value of the appropriate facing

shots fired at different Ballistic Skills. Then, follow the process below (see page 73), a gflancing hit has been scored.

with each group to work out whether or not you hit and cause damage. . If the total beats the Armour Value of the appropriate facing,
a penetrating hit has been scored.
. Roll To Hit - rirst, roll a number of dice equal to the number
ofshots in the group you are tesolving. To see how many hits are - Ifthe vehicle is obscured (see page 75) or is granted a saving throw
scored, compare the ro11s to the Ballistic Skills ofthe models firing from another source, it can attempt a saving throw against each i

them, on the chart below (see page l3). glanclng and penetrating hit.
- Reduce the vehicles remaining Hull Points by I for each unsaved

Firer'sBallisticsLill I 2 3 4 5 67 8 9 l0 glancing or penetrating hit.


RollRequiredToHit 6'5* 4, J 2+ 2+/6 2+/5+ 1,i4* zitti |tizr - Finally, roll on the table below for each unsaved penetrating hit
. Add I to each ro11 caused by a weapon with an AP value of2.
Roll To Vound - Remove any dice that failed to hit and roll the . Add 2 to each ro11 caused by a weapon with an AP value of I

remainhg dice again. (see page 74).

- The player controlling the shooting unit can choose the order in . Add a further I to every roll ifthe target vehicle is open-topped.

which different groups of Wounds are allocated (see page l5).


Once a vehicle is reduced to 0 HulI Points it is !?recked (see page

94). the vehicle is destroyed but left on the battlefield, effectively

becoming a piece ofdi{ficu1t and dangerous terrain.

D6 Result
l-2 CrewShaken ffi! The vehicle can only fire Snap
ffi shnr. until the end of the next turn.
The vehicle can only fire Snap
Shots until the end ofthe next
turn and cannot move unless it is a
Zooming llyer. In which case it can only

,,-m9v9t,8,'19...............$,9inno11911,:
Veapon Destroy"d One of the vehicle's weapons
}$ff|
2HN I randomly chosen ) is destroyed.
Ifthe vehicle has no weapons left treat
this as an Immobilised result instead (see

5 Immobilised ry The vehicle cannot move for the


b3{ffi rest of the game. lr may not turn
either, but its turret can continue to
rotate to select targets. A Flyer in Zoom
Mode instead suffers locked Velocity

- Against non-vehicle rrrrits: compare the Strength ofthe (see page 8l). A vehicle that is already
weapons being fired in that group to the majority Toughness ofthe Immobilized or suffering from locked
target unit (see above). Velocity instead removes an additional
. If a group of Vounds all have the sarne saving thtows Hull Point.
taken against them , simply roll all ofthe saves at once. Allocate
each unsaved lil/ound, one at a time, to the closest model in the ffi :H:1:: :j;T:"J.'* ;:::Tl
target unit. Each time a model is reduced to 0 rwounds, remove AP - hits equal to the number of models
it as a casualty and allocate lTounds to the next nearest model. from their unit in range.
. Ifa group oflfounds have di:tferent saving throws taken
against them, roll the saves individually against the closest model in
the target unit. Each trme a model is reduced to 0
-{/ounds remove it
as a casualty and move on to the next nearest model. (The Fast Dice
box-out on page 16 has ways to speed up this process.)

i/
MOVINC IN THE SHOOTING PHASE Asseurr PnesE
Instead of shooting with a rnit in the Shooting phase, you can choose The Assault phase is broken down into two sub-phases: first, the Charge
to move it. Consult the chart below to see how far. Remember that units sub-phase and then the Fight sub-phase. You must resolve the Charge
with the Fleet special rule (see page 35) can re-roll one or more dice sub-phase lor all ofyour units that you wish to charge, before resolving
when running and vehicles cannot use their smoke launchers (see page the Fight sub-phase for all ofyour units that are locked in combat.
87) on the turn they move Flat Out.
CHARCE SUB-PHASE
Run,Turbo- Maxirnurn . Pick one of your units and declare which enerny unit it
UnitlVehicle Type Boostor Move Pa$e wishes to charge.
Flat Out? I)istance - If there are multiple enemy units that your unit wlshes to target

Infantry, Artillery, Jump with its charge, declare which enemy unit is the primary target,

units, Jet Pack units, then declare which are the secondary targets (see page 27).
Run D6" 44-48
Monstrous Creatures,
Beasts, Cava1ry
Each enernyunit norninated as a tar$et of a charge can
Flying Monstrous now resolve its Overwatch fire (see page 2l).
Creature (Swooping)
Run 2D6" 49

Roll the charge range for the unit. See the chart below for
Valkers Run I O6' I 84
how many dice to ro11 and the effect charging through difficult
: terrain has for each unit type.
Bikes Turbo-boost 12' 45
- Units with the Fleet special rule can re-roll one or more of the
Jetbikes , Turbo-boost 'l 24' i 45
dice (see page 35).
Eldar Jetbikes Turbo-boost 36" 45 - Artillery units are unable to charge as long as they include one or

Healry l: 83
rnore guns (see page 45).
"4 "/^ - Eldar (and Dark Eldar) Jetbikes and Jet Pack units can move up to
Fast Flat Out t/: 2D6" in the Assault phase even ifthey are not charging an enemy
- unit (see page 45 & 47).
Fast Skimmer Flat Out l8'
- Jump units that use thek jump packs to make a charge move gain
LA the Hammer of Wrath special rule until the end of that turn (see
Flyer (Zoom Mode) Flat Out 80
(minimum 12") page 37) and can re-roll their charge range ro1l.

A11 other Vehicles !lat Lrut


I

tr '71 - Note that because dangerous terrain is also treated as difficult tenain,
i it also affects charging units.

(r
FIGHTSUB-PHASE - Against non-vehicle units - compare the Strength of the

. Choose a cornbat to resolve. Ifthere is more than one combat Attack agalnst the majority Toughness ofthe target unit on the To
ongoing, the player whose turn it is decides the order in which they Wound chart to see what roll is needed To \found.
are resolved. . If all the Wounds caused at this Initiative Step have the same
savin$ throws taken against them, ro11 all ofthe saves at once

Declare a challenge if you wish (see page 64). and allocate the unsaved wounds, one at a time, to the enemy

- If a challenge is declared and accepted, move the models in the model closest to the models that are attacking at the current
challenge into base contact ifpossible (see page 64). Initiative step (see page 25).
. !7hen multiple enemy models are closest, their controlling
Starting at Initiative st€p 10, count dov,'n throug[r the player chooses which model is allocated the \7ound.

steps towards I until you reach anlnitiative valrre that . If the Wounds caused have different saving throws taken

orre or rnore participants not involved in a challen$e against them, allocate them to the closest model one at a time,

have (see page 22). and roll the model's saving throw (if lt has one) before moving
models with this Initiative value now Pile In (see page 23). on to the next Wound. Once a a rwound allocated to
model has
- A11
rwounds
with this Initiative now get to it, you must continue to allocate to it until the \round
- All engaged models (see page 23)

make a number ofAttacks equal to their Attacks characteristic pool is empty or it is removed as a casualty.

plus any bonus Attacks they are entitled to (see page 24). t:

- Against a vehicle - instead ofusing the To Vound chart, add ijt


Roll To Hit - Roll one dice for each Attack being made at this the number rolled to the Attack's Strength. i
Initiative step and compare the model's \Teapon Skill to that ofthe . If this equals the Armour Value of the rear facing of the vehicle \t
majority Weapon Skill of the enemy unit it is attacking to see what being attacked (see page 76), a pflancing hit has been scored. !
I
ro11 is needed To Hit (see chart below). . Ifthe total exceeds the Armour Value ofthe rear facing ofthe ri

- Remember to divide Attacks with different Strengths, AP values vehicle being attacked, a penetrating hit has been scored. rl

or special rules into separate groups or use different coloured dice


Non-!?aller vehicles that have moved in the previous turn have - Reduce the vehicles remaining Hull Points by I for each unsaved
-
a Weapon Skill of l. Non-Walker vehicles that didn't move in the glancing or penetrating hit.
previous turn, or are Immobilised, have a \0eapon Ski11 of0. - Iinally, roll once on the Vehicle Damage table (see page 74) for
each penetraring hit caused.

Move on to the next Initiative step and repeat the


Target's Weapon Skill process above to resolveAttacks rnade at that step.
lr2r3l4 5r5 7r8 9 l0
once all rnodels that are not in a challenge have foug[rt,
I 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ it is tirne to resolve any challenges (see page 54).
- Ifthere are models on one side ofthe fight that cannot fight, as the
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ they
only model they are engaged with is locked irr a challenge, then

o
3 ..1+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ t. :1 can instead lend their Moral Suppoft to their champion (see page 65).
to
A
4 3+ 3+ J+ 4+ 4+ 4+ 4+ 4+ 5+,5+
(l Finally, it is tirne to deterrnine theAssault Results (see
o
3+ 3+ 3+ 3+ 4+ 4+ .4+ 4+ 4+ page 25). To do this, add up the total nurnber of unsaved
l, | .4+ \Vounds caused by each side.
t) 5 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ If one side destroyed the enemy entirely, they automatically win.
(, -
7 3+ 3+ .3+.3+
O*,0*,+
-4+
- otherwise, the side that has caused the least unsaved \(ounds has s
lost and must take a Morale Check (see page 29). F
8 3+ J+ 3+ 3+ 3+13+ 3+r4+ 4+ 4+ . lf one or more units that lost the combat pass their Morale
checks, make end ofcombat pile in moves (see page 27).
. Ifthe losing side is unable to hurt their opponents, they can
choose to automatically fail their Morale check (see page 25).
. If all the loosing units in a combat fail their Morale checks, the
victors can attempt to make a Sweeping Advance (see page 25).

- Any units that failed their Morale check and survived the
. Discard each dice that rnissed the enerny and toll those Srveeping Advance must now Fall Back (see page 30).
] that rernain again. This roll is used to see how many Wounds
have been caused on non-vehicle units, or how many glancing and Ar,v sun iving, unengaged units that are not falling back, now make a

penetrating hits have been caused against vehicle units. Consolidation move ofup to D6" (see page 27).
{i

lO.
'Y,

PsYCHIC DISCIPLINES
Although the powers of Psykers are many and varied, they usually fall Ifa Psyker generates a psychic power whose lilZarp Charge cost

into one of several disciplines. The five most common psychic disciplines is higher than their Mastery level, ro11 again in the same psychic
are: Biomancy, Divination, Pyromancy, Telekinesis and Telepathy. discipline until a power is generated rvhose ]X/arp Charge cost does
Iach discipline has a panicular character, which is reflected by the not exceed his Mastery level.
powers within it. The Telepathy discipline, for example, is grounded in
mind control, and its powers act through compelling and hfluencing Ifthe Psyker needs to generate more than one psychic power, repeat
the thoughts and actions ofothers. It should be noted that, rvhilst the above process until a number ofpsychic powers have been
two different Psykers may both use the same disclpline, their powers generated equal to the Psyker's Mastery level. Note that second and f,'-r
are likely to manifest in unique, idiosyncratic ways. So for example, subsequent psychic powers do not have to be generated from the same Cat
:1.
an Imperial Psyker using the Pyromancy discipline may hurl blezing psychic discipline as the Psyker's first power. Ifa Psyker generates a
L
bolts shaped like an avenging, two-headed eagle whilst a cormpt Chaos power he already has, ro11 again in the same psychic discipline table
worshipper might conjure multi-hued conflagrations of living Warp 6re until a power is generated that he does not already know. It should
and an Ork Psyker could vomit cones of billowing green flames. be noted that dlfferent Psykers ln the same army can have the same
psychic power(s).
Many races also have access to their own, unique psychic disciplines
and powers. \7here this is the case, the relevant Warhammer 40,000
codex will contain the necessary psychic power(s). F v.\-

Some Psykers specialise in one discipline, honing a few powets to


the exclusion ofall others. Others manifest a much broader range of
psychic disciplines and abilities in such cases, the Psyker will be able
to generate powers from several psychic disciplines. The relevant codex
entry will detail from which psychic disciplines a Psyker can generate

his powers.
Pmnaenrs PowERS
Some psychic disciplines have primaris powers. A primaris power is

NurnrsEns oF Psvcnrc Pownns so intrinsic to the discipline's character that we can assume that any
A Psyker's codex will usually state how many psychic powers the Psyker wielder of that discipline is able to master it. Immediately after rolling
has. Where this is not the case, the Psyker has a number ofpsychic for a psychic power, a Psyker can always choose to substitute the porvei
powers equal to his Mastery leve1. generated for the discipline's primaris power. Remember though, that :
i
Psyker cannot have the same power twice - ifhe chooses to substitute
!
his frrst power for the primads power, and then chooses to generate
li
I GENrneuNG PsYCHrc Po'srERs another psychic power from the same dlscipline, he cannot substitute
Before either player deploys their army, you must generate psychic any further powers from that discipline.
powers for your Psykers. This is done openly, so both you and your
opponent are aware ofthe power(s) each Psyker has generated. Ifyour Regardless ofthe psychic power(s) your Psykers have, it's worth makin:
atmy includes more than one Psyker, you can choose the order in a note on your army roster - it's all too easy to forget which Psyker has
which you generate their powers. which power otherwisel

In some codexes, a Psyker will have a specific psychic power, or set of Exomple: Sorahhas a Psyker inher army with a Mastery Level of 3 who
psychic powers - where this is the case, it will be clearly stated in the hnows powers from lheTelepathy ond Divination disciplines.The codex does

relevant codex. Othemise, a Psyker generates random psychic powers not specrfy that the Psyker knows ony spedfic powers, sa Sorah rhooses the

from amongst the psychic dlsciplines known to him. TeLepathy drscrpline and roLls o D6.The result is a3, thus generatingPupper

Master. Sarah then chooses theTelepathy Discipline again, rolling another


To randomly generate a psychic porver, first choose one ofthe psychic 3.This is re-rolled, the result being a I this time, generaling Domlnate.

disciplines known to the Psyker. Then, ro11 a D6 and consult the Howeuer, Sarah thooses to swap Dominate for thtTelepathy Primaris Pott; t

chosen psychic discipline; you will notice that the psychic powers are Psychic Shriek. Eor her Psyhel s final power, Samh chooses lo generate tht
numbered between one and slv - the power generated corresponds to power from the Dlination discipline. She rolLs a 6, thus generattngthe pn't)',.:

the number rolled on the D6. porver Scrier's Caze.


PRIMARIS POWER
BIovANCY SMITE VarP Charge I
Lethal bolts of bio-lightningleap ftom the psy!<er's fngertips,
Biornancers specialise in manipulating biolo$ical tearinghis foes apart.
ener$yand processes with the power oftheir rninds.
They are rnasters of the flesh, learning to shape and Smite is a witch.fi.re power with the foilowing profile:
influence the physical fotrns of themselves, their
allies or their enernies, according to their will. I A" rype
4 2 Assault 4

IRONARM WarpCharge I stt\ rrrn LEEcH varp charge I


a twist of his gnavled hands,lhe wrathf ul psyker
By transmutinghis flesh into Liuing metal,the biomancer *"{*1J 'ivith
rips the life force fromhis enemy,hoardingthe stolen
)4,. can wade through enemy fre unscathed and pulp shulls
withhisbare fists.
'.jryq
" t ,rrrnrc and usingitto reinuigorate andrestorchis own
injured flesh.
Iron Anr,r is a blessing that targets the Psyker. Whilst the power
isin effect, the Psyker gains +D3 Strength and Toughness (ro11 LifeLeech is awitchfire power with the following profile:
once for both) and gains rhe Eternal !?arrior special rule.
Range S AP TyPe

Life leech 12' 6 2 Assault2

ENFEEBLB Varp Charge I


As the psyker channelshis powers, tendrils of Warp energy IfLife Leeth carses at least one unsaved \7ound' the Psyker
Iash over his uictims, euery cavess sappingvitality from immediately regains a Wound lost earlier in the battle (up
"\'.. theirbodies. to his starting number of Wounds).

Enfeeble is a malediction that targets a single enemy unit


within 24". rilhilst the powet is in effect, the target unit suffers f-"<blwlnp sPEED warp chatge I
a -l penalty to both Strength and Toughness, and treats all powers of the Immoteriumflow into thepsyker,
^\"ug)rfrc supernaturalleuels. Ablur is
' $?\ h. amongsthis
terrain (even open ground) as difficult terrain. heighteninghis speed to
t
enemies,fellingthe unrighteouswith
blows too swift to see.
i-b\Er.lnunlNcr varpchatge I
!; jrt K(g(
V.Gt Rrorhi,,g, nto the
lI I8 lfllU
I I ))grlt t of his qtt
fl( essence
I t allies,thebiomancerlznits
t( t t(
UJ tt I> > tLt
t t U tv t t tw r I VarT Speed is a blessing that targets the Psyker. Whilst
the power is in effect, the Psyker gains +D3 Initiative and
."{y'* together b ones, he als fI and banishes fatigue so that they
esh

' I' i ,nrryo,, thefght. Attacks (ro11 once for both) and gains the Fleet special ru1e.

Endurance is ablessing that targets a single friendly unit within


24". Whilst the power is in effect, the target unit gains the Feel IIAEMORRHAGE WarpCharge I
No Pain, It Will Not Die and Relentless special rules. Eocussinghis mutant mind,the psyker reaches
forth and sets a fre within his uictim's flesh. within
;i*i*.4& moment's, the unfortunate foe'sbloodbegins to boil in
its own ueins, tearinghim asunder as itbursts from
A man may dic yet still endurc if his rvork enters the every pofe.
greater work. Time is carried upon a current incePted
by forgotten decds. f,vents of Brcat moment are but the Haemonhage is a focussed witchfire power with a range

culmination of a single carefully placed thought. As all of 12". The target must pass a Toughness test or suffer a

men must thank progcnitors obscured by the past, so I(ound with no armour or cover saves a11owed. Ifthe target
rve must endure the prcsent that those who comc aftcr is slain, randomly select another model (friend or foe)

may continue the grcater work.' within 2" of him. That model must pass a Toughness test or
-The Chine of Eons - suffer a \Vound with no armour or cover saves a11owed. If
Gar6o Mojoro Prefectus of Adeptus Mechonicus that model dies, continue the process until a model survives
or there are no suitable targets within range.
:Ryc.hic Disciplines - $ e/-r*Y\
t |TW,-r-
#. PRIMARIS POSTER
I

DmNATToN PRESCIENCE WarpCharge


Tlrc psyh.er can effortlessLy predict the pnths ofbuLlets and swords.
I

i
Diviners seek to discern the hidden past of the galaxy By focussinghis Warp-sight even more closely, he can guide hk
and know the coutse of events yet to corne. These alLies' nims,bringing a swift and merciless death to their foes.

[,', abilities allow Diviners to look into the twisting


strands of the Imrnateriurn in search of the answers blessing that targets a single friendly unit within
Pyesdente rs a

they seeh, and sometimes even influence the outcorne 12". Whilst the power is in effect, the target unit can re-roll all
of fate itself. failed To Hit rolls.

:.11t'., . ..f ,-l'.^, j; y ".{,,-t . .,.it, ,b. .,... , ,1 ry "l,al ...|).,b 1.../' t. . F

f,f}ronrBoDrNc varp charge I PERFECTTIMING Warp Charge I


\fu1) nto nlrs to his war p-gifted insights, the psyher and his As soon as his consciousnesis pierces the veil of the
fl\ allies are aware that their foes are about to charge, even Warp, a rush of images floods the diviner's mind,
'" " \ brforc lhe loes lhemselves have realised it. forctellingthe actions of his enemies, down to the
merest microsecond. Armed with this information, the
Eorcbodrngis ablessing that targets the Psyker. Vhilst this diuiner's allies can predrct exactly when their foes wiII
power is in effect, the Psyker and his unit have the Counter- peer oul frombehind cover and expose themselves to a
.r artack special rule and fire overwatch on their full Ballistic lethalhead shot.
1f
i Skill, rather than Ballistic Skill l. Note that this does not allow

ri weapons that could not normally fire Overwatch to do so. PerfectTimrngis a blessing that targets the Psyker. \Thilst
this power is in effect, the Psyker and his unit's weapons
have the Ignores Cover special rule.
warpchargel
"fftFoREwARNrNG
'\full The psvke prophetic powers aLlow him to walk through
r's
i. a hail of unsrathed, dodging incomingbullets with an PRECOGNITION Varp Chatge I
't' ,,'Y: frc
' ' eene talm. Hauing already witnessed the one true path to uictory,
.' the diuiner strides acrossthebattlefeldlike an auenging
Eorewamingis ablessing that targets a single friendly unit god of war. Whilst the premonitions run true,he is alL
wirhin 12". \7hilst the power is in effect, the target unit has a but undef eatable, proof against bullet and bolt, blade
4+ invulnerable save. and b ombardment. }]'ow eu er, should his self-wr ought
prophecies fade, or turn false,he wiLl surely be doomed
,
to ignominious defeat.
: U€f MTSFoRTUNE warp charge I
OA TrSgJ wrth a diuiner twists fate so that his
chrh of his fingers, the Precognition is a blessing that targets the Psyker. \Thilst the

f) /ollor,rrc ri blows punch through the weahest points in their power is in effect, the Psyker can re-roll all failed To Hit and
;
t '' opponents' drmouy. To $7ound rol1s, as well as failed saving throws.

Midofiune ts a malediction that targets a single enemy unit

wirhin 24". whilst the power is in effect, the target unit must SCRIER'S GAZE Warp Charge I
re-roll successful saving throws. The diviner can thebattlefeld clearly inhis mind's
see

eyet with the vantage point of a huntinghawh and


1l
! the precision of alaser.The to and fro of armies and
war machines isbut the scurrying of antsbeneath I
his omniscient gaze.Thus can the diuiner direct the
i.l Across the void of spacc mcn livc as thcy havc livcd deployment of specialist fortes exactly when and where
1. for millennia upon thc sand, rock and soil ofworlds they are most needed, Leauing no clue behind as to hou,
q
bathcd in the light of alicn suns. So is Humanity's this trichery was achieved.
: sced cast far and widc beyond thc knowledgc of Man,
fi
to thrivc bittcrly in thc darkncss, to takc root and cling Scriel s Gaze rs a blessing that targets the Psyker. Vhilst the
ti.{-l
with robust and savagc detcrmination. power is in effect, you can ro11 three dice and choose the
result you want when rolling for Reserves, Outflank and
fnysterious terrain.
tr
;*l;*d
Psychic Disciplines

PRIMARIS
.''''' POSTER
PynoMANCY itAMi BREAif
Atorrent of psychic flames pour
varp charge
forth from the psyket's eyes and
I

A pyrornancer is a rnaster of fire and flarne, a psyker m o uth, e n gulfrng th e t ar ge t.

who is able to create searirrg infernos out of thin


air. Pyrornancy is one of the rnost spectacrrlar and Elame Breathis awitchfrre power with the following profile:
destructive forms of psychic ability, and those who
face a pyrornancer in combat are oft reduced to nought Range S AP T1pe

but a pile of charred bones. Flame Breath Template 5 4 Assault l,


Soul Blaze

FIERYFORM Varp Charge I SPONIANEOUS COMBUSTION Varp Charge I

BuLIetsand shells pass straight through the pyromancer Eocussinghis anger,the pyromancer can melt ot
ashe transforms into an incandescentbeingof liuing incinerate his foe in aheartbeat.Yet whenhis rageboils
iI\ \/arpfre, strihingout athis t'oes and settingthev ouer,the unfortunate uictim'sbody explodes in ablast of
souls ablaze. ash androaringflame.Vho can sayhow many willfaII
uictim to his wrathbefore it is sated?
Fiery Form is a blessing that targets the Psyker. \7hilst the
power is in effect, the Psyker gains a 4+ invulnerable save, Sponlaneous Combustion is a focussed witchfire power with
+2 Strength and his close combat attacks have the Soul Blaze a range of 18". The target model suffers a Vound with no
special rule. armour or cover saves allowed. Ifthe model is slain by this
'Wound, centre the small blast marker ovet the target before

removing him. All other models under the marker suffer a

FIRESHIELD Warp Charge I Strength 4 AP 5 hit with the Ignores Cover special rule.
with a sweep of his orms the psyker throws up a towering
wall of flame to protect his allies.
gflsuNnunsr warpchat$e I
Fire Shield ls a blessing that targets a single friendly unit
- rlt p syker nngs a wild songwhose notes were old when
within 24". The target unit has a 4+ cover save against shooting "\fiJ
.'ff- the universe was young. Ashe does so, an incandescent
attacks that do not have at least one ofthe following special ' \ ouro appears abouthim, growingeuerbrighter and
" hotter with every refrain. only when the songis ended
mles: Soul Blaze or Melta. In addition, whilst the power is in
effect, any unit that makes a successful charge against the unit does lhe aura explode, dtscharging rts pent-up fury in a

suffers 2D6 Strength 4 AP - hits, resolved at the same time as blin din g, sup e rn ov al fl a sh.
Hammer of 'JZrath hits.
Sunbrrsi is a nova power with the following profile:

INFERNO Varp Chatge I Range S AP Type


3 Vith an impatient gesture, the psyker sets the oir itself Sunburst b 4 5 Assault 2D6,
Blind,
1i aflome, creoting a whir\ing pillar of fre to sweep through
' the ran.ks of his enemies. Ignotes Cover

Inferno is a witchfire porver rvith the follorving profile:


MOLTENBEAM Warp Charge 2

Range S AP Type Th e pyr o m an c er cI ap s his han ds to gether an d turn s

Inferno 24 4 5 A.ro.lti, them outward towards the foe. Ashe does so, a white-hol
Soul Blaze, Blast, beam of blazingenergybursts fromhis palms.It melts
Ignores Cover armour to slag and uaporises flesh,leauing only ghastly
shadcws in its wahe.
.--::::l?-

You cannot fathom the mysteries of the Universc, Mohen Beam is a beam with the following profile:
you must simply trust in the righteousness of thc
Empcror's Command! Range SAP Typ"
Molten Beam 12' 8l Assault l, Melta
PRIMARIS PO]MER
TEI.TKINESIS IJsingnothingbut the power of his mind, the psyker tears
v""p i(;;e" i
a
Teletines are able to rnanipulate the rnaterial world boulder of rock from the ground and hurls it at the foe.
with the power of their rninds, translating sheer
rnental power into physical force. These psykers can Assail is a beam with the following profile:
lash their foes with psychic ener€iy, erect invisible force
shields to protect thernselves and even rend apart the
fabric of reality itself.

CRUSH VarpCharge I
-ff,ZsHocror/AvE varp charge I
By reaching outhis arm and clenchinghis fst, the psyher .\ts1 The psyher slamshis palmitogether and the noise is

',{ }\
' entrapshis foe in a choking and crushingmass ot'force. magnifed a hundredfold, releasing a shockwaue that
i Grittinghis teeth, the psyher continues the assault until rnoprbonesandknochsloesfromtheirfeel.
flesh, armour andbone alih.e are ground to powder.
Shochwaue isa nova power with the following profile:
Crush is a focussed witchfire power with a range of 18". Roll
2D6. The target model suffers a hit with a Strength equal to the Range AP Type
result (a score ofan I I or I2 wounds automatically or, in the Shockwave 12' Assault D6,
case ofa vehicle, causes an automatic penetrating hit) with an Pinning
AP equal to the result ofa separate D6 roll.

TELEICNEDOME Varp Charge I


GATE OF INFINITY VartrrCharge I Bulletsbounce off ot' thin air and are deflected
The psyker punches a corridot throughthe roiling aLarmingly towards friendly forces as the psylzer erects o
Immaterium, allowinghim to cross great distances inthe barrier of shimmering energy abouthimself .
blinh of an eye.
T elelcine Dome is a blessing that targets a friendly unit within
Gate of rnfnity is a blessing that targets the Psyket and his 12". All models in the target unit have a 5+ imulnerable save
unlt. Place a countet in base contact with a model in the against Shooting attacks whilst the power is in effect. Every
target unit. Remove the target unit from the board. It then time this save is successfully made against a shooting attack,
immediately arrives using the rules for Deep Strike. The first choose an unengaged enemy unit wirhin 6" - that unit suffers
model placed must, however, be placed within 24" of the a hit with a Strength and AP equal to that ofthe initial shot. If
counter. Ifthe Psyker is the only model in his unit, there is no there is no unengaged enemy unit within 6", then the lfound
risk, but if his unit consists of two or more models, there is a is still saved, but the shor is not redirected. Note that this does

chance something willgo wrong; if the Deep Strike attempt not cause templates to be repositioned.
scatters and a double is rol1ed, one member ofthe unit, chosen
by the controlling player, is claimed by the \[arp and removed
as a casualty (the survivors scatter normally). VORTEXOFDOOM Varp Charge 2

The telekine opens a tear between the mateyial realm


and the howling destruction ot' the Varp, unleashing
OBIURATIONMECHANICUM Warlrchargel energies that utterly consume his foes.
.Weapons
jam and engines seize W as the telekine uses
his powers to wrench and twisl the inner workings at the Yortex of Doomis awitchfire power with the
hearts of nearby machines. following profile:

objwation Mechanicum is a malediction that targets a single R*g: I l?,,Ivp:


enemy unit within 24". \fhilst the power is in effect, the target 12' l0 I Heavy l, Blast':
unit must re-rollTo Hit and To lTound rolls of 6. In addition,
ifthe target is a vehicle (or vehicle squadron), each vehicle '\'Il when using this power, the Psyker fails his Psychic test,
in the unit has a Strength I hit with the Haywire special rule centre the Vodex ofDoom blast marker on the Psyker - in
allocated to it (roll separately for each). this case, the template does not scatter.
PRIMARIS PO$TER
TTITPATHY PSYCHIC
The psyker breathes
SHRIEK
in deeply the power of the Warp before
WarP Charge I

Telepaths are psykers whose mental expertise lies with emitting a banshee howl of psychic energy that shreds the minds
contactirrg and controlling the rninds of others. With of his enemies.
a single thougfirt, a telepath can blast away his foe's
sanity, induce states of nurnbirrg terror or possess his Psychic Shriehts awitchfire power with a range of 12". Roll3D6 and
victirn's thoug[rts and mould theit actions as if they subtract the target's leadership * the target unit suffers a number of
werehis own- ITounds equal to the result. Armour and cover saves cannot be taken
against Wounds c ausedby P sychic Shnelz.

DOMINATB VarpCharge I ;(1t*ot.rBrlrrY warpcharge2


The psyher reaches into his foe's mind, trammellinghis Reaching into the minds rif his foes, the psyker obscures
soul and crushinghis wiIL to fght on. "kid#
;Yl himsetl andhis alliesfrom the enemy's tghl.

Domindte is arnalediction that targets a single enemy unit tnvisibility is ablessing that targets a single friendly unit within
within 24". whilst the power is in effect, the target unit musl 24". The target unir is invisible as long as the power is in effect.
pass a leadership test each time it attempts to rnove, shoot, An invisible unit has both the Shrouded and Stealth special rules.

Run or declare a charge - ifthe test is failed, the action is Models charged by an invisible unit gain no benefit from the
forfeit and the unit can do nothing that phase. Counter-aftack special rule (they don't see it coming). Models
attacking (or being attacked by) invisible models in close combat
count as \Teapon Skill l. Blows made by, or agahst, non-invisible

;$+i MENTALFoRTTTuDE varp charge I models in the same combat are resolved norma1ly.

\;yl Despair is lurned inlo fresh hope and courage inlo insane
;\ J' herorsm as the telepath projects inspirational thoughts of
' ' viclory inlo Ihe minds of his allies. HALLUCINATION Wa4r Charge 2

Paranoia, confusion and panic are heightened to


MentalEortitude is a blessing that targets a single friendly unit a debrlitating degree as the telepath ahershis foes'
within 24". If the target is falling back, it immediately regroups. It p er c epti ons of re ality.
then gains the learless special rule for as long as the power lasts.
Hal\urinatton rs a malediction that targets a single enemy
unit s'ithin 24". Rol1 immediately to determine the manner

ffi PUPPETMAsTER varp charge I ofhallucinations the target is suffering from (ro11 once for the
'the telepath his uictim's mind, controlling their whole unit).
: \*FV_I
possesses

;Y |' ^ort.rnts, their aim and their trigger fngers as if they


were marionettes. D6 Result
l-Z Bugs! I Hatc Bugs! Sonelhrng unspeahable has gotlen

PuppetMaster rs a focussed witchfire power with a range under the uictims' armout and hosbegun to crawl oround.
of 24". The target immediately makes a shoodng attack as if The unlt is automatically Pinned, unless it would
it was one of your models (this cannot target his own unit). normally automatically pass Pinning tests or is locked
After resolving the attack, the target shakes free ofthe Psyker's in close combat, in which case there is no effect.
control and immediately reverts to the owning player's control.
3-4 Etmrnrn? All se nse of urgency islost, and the befuddled
wawiors just stare listLessLy into space.The unit cannot
TERRIFI WartrrCharge I shoot, Run, declare charges or strike blows in close
Euen the brauest of heroes quake in terror as the telepath combat whilst the power is in effect.
them with images from their own darkest and most
assails
dreadful nightmares. 5-6 You! You'te a Traitotl Paranoia sets in and the pantched

wawiorslash out attheir comvades.Every model in the unit


Terrif, is a malediction that targets a single enemy unit within 24". immediately inflicts a single hit on his own unit,
The target receives no benefit ftom the Fearless special ru1e and at that models' o*n Strengths, but using the Strength
treats all enemy units as having the leat special mle for the power's bonuses, AP values and special rules oftheir most
duration. Furthermore, it must immediately take a Morale check. powerful close combat weapons (ifthey have any).

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