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QUICK REFERENCE

SCOUTING PHASE OPTIONS PG.49

1 Scout Out Enemy Forces 4 Scout Out Terrain

2 Plant Traps 5 Take Forward Positions

3 Disarm Traps 6 Eliminate Sentries

INITIATIVE WOUND ROLL


 Roll 2d6 to determine Initiative

MOVEMENT Strength at least double Toughness 2+


 Move entire Kill Team
Strength greater than Toughness 3+
PSYCHIC
 Use psychic power with one model
Strength equal to Toughness 4+
SHOOTING: READY FIRE
 Alternate shooting with READIED models Strength lower than Toughness 5+

SHOOTING: FIRE AT WILL Strength half or less of Toughness 6+


 Alternate shooting with REMAINING models

FIGHTING: HAMMER OF WRATH


Alternate fighting with CHARGING models
INJURY ROLL RESULT
FIGHTING: FIGHT FOR YOUR LIVES
Alternate fighting with REMAINING models 1-3 Flesh Wound

MORALE
 4-6 Out Of Action
Break and Nerve checks

SHOOTING ATTACK ROLL MODIFIERS INJURY ROLL MODIFIERS

Target is at long range -1 Each flesh wound on target +1

Target is obstructed -1 (Shooting/Psychic) Target is within 1”


-1
of an obscuring model or terrain
Each flesh wound on attacker -1

Attackers kill team is broken -1 NERVE TEST MODIFIERS

Each other friendly model that is shaken


+1
or out of action
MELEE ATTACK ROLL MODIFIERS
Each other friendly model (other than
There is intervening terrain -1 -1
shaken models) within 2”

Each flesh wound on attacker -1

Attackers kill team is broken -1


PHASE REFERENCE
1: INITIATIVE PHASE PG.20 4: SHOOTING PHASE, CONTD

Every player rolls 2D6 to determine initiative, reroll ties. WEAPON TYPES
ASSAULT (-1) shoot even if you ADVANCED this battle round

HEAVY (-1) if you moved this battle round

2: MOVEMENT PHASE PG.21 RAPID FIRE x2 shots if target is at half range

GRENADE no long range penalty, limited to once per battle


In order of initiative, move each Kill Team. To move a round and Kill Team
model within 1” of an enemy model you must charge it.
PISTOL can fire if within 1” of enemy (unless you charged
or within 1” of enemy charger)
ACTIONS CHARGE REACTIONS
Ready Overwatch (6+ to hit)
Normal Move Retreat 3” (only if you
5: FIGHTING PHASE PG.34
Advance M+D6 haven’t moved already)

Charge 2D6 HAMMER OF WRATH ROUND


Fall Back Each player take turns fighting with models that CHARGED
this turn.

FIGHT FOR YOUR LIVES


PG.26 Each player take turns fighting with REMAINING models.
3: PSYCHIC PHASE

Choose a single psyker in your Kill Team and perform a FIGHTING SEQUENCE
single psychic power with it (2d6 >= warp charge). • Pile in 3" (must end closer to nearest enemy model)
• Choose melee weapons and targets. You can only attack
PERILS OF THE WARP models within 1”. If you CHARGED this turn you can only
If your psyker rolls a double 1 or a double 6 when making a attack models that YOU CHARGED, or that CHARGED YOU.
psychic test, the psyker suffers D3 mortal wounds. If the
• Resolve attacks
psyker is taken out of action the power fails and each
model within 3” suffers D3 mortal wounds. • Consolidate 3” (must end closer to nearest enemy model)

4: SHOOTING PHASE PG.28 6: MORALE PHASE PG.36

READY FIRE BREAK CHECK


Each player take turns shooting with READIED models.
If all models in your Kill Team have FLESH WOUNDS, are
SHAKEN or OUT OF ACTION the team is BROKEN.
FIRE AT WILL
Each player take turns shooting with REMAINING models. If more than half of your Kill Team have FLESH WOUNDS, are
SHAKEN or OUT OF ACTION, roll 2d6. If your roll is greater than
the highest Ld in your team it becomes BROKEN.
SHOOTING SEQUENCE
• Choose ranged weapon and targets. NERVE CHECK
• Resolve attacks Remove SHAKEN from all models. Then Roll 1D6 for each
model with a FLESH WOUND (or every model if the team is
YOU CANNOT SHOOT if you CHARGED or are within 1” of an BROKEN). If your roll is greater than the Ld of the model it
enemy CHARGER, or if you ADVANCED, FELL BACK (unless FLY), becomes SHAKEN.
RETREATED (unless FLY) during the movement phase. You
SHAKEN models cannot do anything until the beginning
cannot shoot models engaged with friendly models in
of the next Morale Phase.
close combat (within 1” of eachother)

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