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i Bry i 3 Gp merge nds on, Fuad battle Lie Pr ual Copan cd ro) - er en 3 Bitractioentmennmtn mmm OUT OF PHASE RULE Re rath NLT Ld aad ay el Some ves alloy ie battle round, both — PANN aaa ee eds Be irs move, shoot, char; . Penn cc iehaias EES Da, S eheremene nt au aia of the normal tur: a rule explicitly mention. if it were a different phase AU diate adic: — as if it were the Shooting p} i tata s mute! Bath players any rules that are norma 2. MOVEMENT de Pcie eee Reus 3. PSYCHIC PHASE Se ee eS cee it can only be used Te At ee Bene Cece : : f phase’ to a ‘as if it were the Sh Vie aaa) en indoum Ramee ag ater Cetera sar oe page 254. eat a lb) Both players’ units pile in and attack with mele¢ Weapons, aT Vea ty Ns Both players test the courage of their depleted units, When resolvi : ras et at re é = Once both players have completed a turn, the battle round has been completed and the nex CLO Rte att TC '8iNs, and so on, unti COMMAND PHASE rs gauge the flow of the battle, c CONSolidating thei devising new tactics and strategies waren ceiectves before making sterations to their which to defeat the foe ‘Commande! partie plan y-is Batle ryeor arm) doing anythi Butle-forged CP bonus. You can find out more about at Memiesand Command points on page 244 forged, then at the start of your se, you gain 1 Command py abilities found on datasheets and some Stratagems are used in you Inaddition, some missions have rules that take place in und phase. ‘Comma iS {Command phase. Once you and your opponent have resolved if at the Gree rls (ifany), Progress to your Movement phase. You can nd oot eore about Stratagems on page 254, Battle-forged CP bonus: Gain 1 CPif army is Battle-forged. IB Resolve any rules that occur in the Command phase. Progress to the Movernent phase (see overleaf) ment phase by selecting one unit from your am wer ther make a Normal Move, it can Advance, or opposite). Ifa unit is within Engagement Ran ‘when it is selected to move, it cannot m Idvance;itcan either Remain Stationary or it can Fa After you have finished moving that unit you can myour army to move in the same manner, eso with as many of your units as you wish sve aumit, you can move any of ts models (y ome of the models in that unit if you wish) :) of other models, nor can any part ofthat 1 e edge of the batlefield. You can also rotate red using the part of the model's base (hl ath (including parts that rotate orp ible, then that move cannot be made, No unit can ou aore than once in each Movement phase. Once its that you wish to, progress to the Reinforcements ) move. gs to the Reinforceme™® = make an Advance roll forthe un /can be moved wit Zi hin Engagement Range of enemy models shoot or declarea charge in the same turn that it me dels move up to M+06". | within Engagement Range of enemy models, nce cannot shoot or charge this turn, STATIONARY mains Stationary, none of its models can be move Any units from your army that were on the ected to move in the Move Units step of the ned to have Remained Stationary that phase, than the Move (M) characteristic shown on its doing so you can move it within Engagement Range not end its move within Engagement Range ‘same turn that it Fell Back. A unit cannot psychic power in the same turn that it Fell "} MOVING OVER TERRAIN HP yen a model makes any kind Be gare but not through i (so models carn F] Gee up orover i) ‘A model can be move gsifthey were not there arti have to make to trav removed vertically inorder to clint up Fears that are higher than this, counting the Gown as part ofits move. Models cannot finish any Lagi ence BP andl Goa = ifit is not possible to.end the move as an in of move mid be made. BB Models can move freely over terrain f features 1” orless in height Models cannot move through tall ler terrain feat ee dirham in features, but can climb FLYING ‘fa units datasheet has the Fty keyword, then when it mak reese Advance ort Falls Back, its models canbe moves ipfher models (and their bases) as ifthey were not there, and the emoved within Engagement Range of enemy mode wertical distance up and/or down that they make as ‘ignored. However, these models cannot finish their ‘ofanother model (or its base) or within Engage | enemy models. FLY models can move over other models whe! " Normal Move, an Advance or when they Fal Baci ‘Fuy models ignore vertical distances when they make ‘Normal Move, an Advance or when they Fall Back. ie. REINFORCEMENTS have a rule that all Some units pee : h the battlefield rer than © mie 4 they will ar Reinforcements, and Any Reinfor baitle ends rule : when the ve any Reinforcement units, then Tyo aves now select them and set thern uy phase you ca thes nd: me, Once all your Reinforcem theo set up, the Movement pha atat 1s of how to set up Re turn have Detail sychpbae the battlefield et up jake a Normal Move, Advar forcement units cannot m: ry in the turn they arrive for an hoot, charge, fight etc.). Models Reinf or Remain Stationai otherwise act normally arrived as Reinforcements count as having mo to their Move (M) characteristic in this Mov ‘unit have a minimum Move characteristic, those models moved a distance in inches equal to their maximum Move nent has. IB Reinforcement unit: Unit that starts the battle in than the battlefield. I Set up your Reinforcement units, one at a time, the rules that let them start the battle in locati the battlefield. @ Reinforcement units cannot make a Normal Move, Fall Back or Remain Stationary this turn. I Reinforcement units always count as having move HB Any Reinforcement unit not set up on the battlefield the battle counts as destroyed MB Once all your Reinforcement units have been set up, the Psychic phase (pg 214). ons 0 Keyword. The following. envand disembark from such mot). wngers across the battleficig” “™¢ many friendly models, and of what yy. Is transport eapacity can never be ey tle embarked within a TRANSPORT nse, what units are embarked within tye” Move, an Advance‘ that move within 3" ly disembarked from a TRANSPORT «- nt from the battlefield and place it \ units units od the model ae ss Fallen Back thar eas ot nit diembarks se itp on the bates ot Within Engages Peres ad disembark can then act normally (move, sho remainder ofthe turn, but its models cage even if they are not moved fu charge fight, ther (ie eRemained Stationary) out as having 18 moved hey never count as hat start thelr Movement phase embarked in a TRANSPORT oRT model is destroyed (pg 201), and that mo. (or equivalent), roll to see if it explodes : damage to nearby units before setting up any (ifany) on the battlefield. Ifthere are any vi: d TRANSPORT model, these must now i: efore the model itself is removed fro affected by the destroyed model’ -xplovs instead you must roll one Dé for each tl id. For each roll of 1, a model that dises det 1 must then disembark. at disembarked; for each 1, one Sea Tent AIRCRAF AIRCRAFT MINIMUM MOVE aincnarr models typically | alues. The first is the model Movement phase all parts of th Jeast that far from where they no part of the mo haract e both characteristic ha model's Move 4 teristic this. Ifsuch maximum Move charac Tfan AIRCRAFT model cannot make its minim: move would result in any part of that model (in the edge of the battlefield, then unless you are u: rule, that model is removed from the battlefield and (ifthe Aincrart is a TRaNsPorT, then any model within are likewise counted as destroyed). The § described on pages 256-257. BB Minimum move: Models must move at least BB {fa model cannot make its minimum move, it (unless you are using Strategic Reserves n Engagement Rang nd except , tor the fact that pally amen eng PP! the aot skimming along the ground nodes are fied | Whenever a model makes any kind of move Perera mestels and their bases) as they were ng Aaoved within an enemy ARERAFT models Fngig fend the move on top of another mo Ss 2 s A 5 fy J 2 2 € b be T's Engagement reg \ del (oF its base id ed the move within Engagement Range of any en jemy AIRE a ea JpetenanAReRAT writ iste o Move int ‘units are within Engagement Ran, i ‘Normal Move or an Advance (ice. it | gemain Stationary). Movement ps ofity tha atmenary niteans does not el Back or not have o Fal Back or Jp when a unit is selected to move in the Movement ph: | MUMMMTTI Cb gagement Range ofitarc ae ey ‘ange of it are AIRCRAFT, then i WP iipmakea Normal Move or an Advance (ve. ioe (CRAFT, then itcan | "oe Remain Stationary). s noth vave to Fall Back. | “Models can move within an enemy AIRCRAFT's " Engagement Range. “Models can move over AIRCRAFT (and thei: fake any kind of move. RAFT can make a Normal Move or an / in Engagement Range of enemy mo: ts can make a Normal Move or an A thin Engagement Range of enemy AIRC? 201C INTERVENTIONS, PILE INS, ISOLIDATIONS AND AIRCRAFT ‘a.unit moves when it performs a Heroic Intervention (pg 225), (pg 229) or consolidates (pg 231), it must end that move closer to ‘enemy model. In al cases, AIRCRAFT models are excluded when ‘which model is the closest, unless the unit making that move performs a Heroic Intervention, piles in ot ignore AIRCRAFT (unless the model moving swer of the warp to aid thelr allies and gg, mend with the smallest mistake, the eft, rt ca, els have the PSYKER keyword. In the Psychic smianifest psychic powers and deny enemy y chle phase by selecting one eligible sv ison the battlefield i tible ps emyon the battlefield, and no other rules rchic phase, the Psychic phase ends. selected an eligible PSYKER unit fom your nifest ne or more psychic powers with A esting all ofthis units psychic powers that nother eligible PSYKER unit from your yn, yehie powers with, and so on, until you have ar. your eligible PSYKER units as you wish Itit is to manifest the psychic power. A >wers before the battle. YOR caNHOE allem 1 manent the than once inthe same bathe round, caer the payhic power ou must it pase acc anthen select oe thr Prem aT ea atemrting io anes the power and nara 2 izhs & 4 fects are resolve by pasig Deny mea P M4 Deny the Witch te PERILS OF THE WARP the Pry test was success ard the pay Y hen Pex unt sufers a Wa Payee destroyed by Perils of succesful Deny the Wich ethene Tithe Pseeen unit can attempt o maniecier a os Se innec yore rane . Bissdeseibesbove The murder of peycicpowerseach Pecan | | Manisa pec power. that jrempttomaniest init aychic phaeinited seca eae raven destroyed by Perils of the Warp, P while attempting to vic power. \ then just before removing th Bee EP eeNCpovermore than once per | | “xed inthat unit every ound, unless that power is Smite tute D3 morta wounds {to manifest the psychic power by taking a Psychic test. : nk can attempt to deny the psuchic power by thing a Perils of the Warp: The | PSYKER unit ‘unit attempts to manifest a psychic pow for that unit by rolling 2D6. Ir the totals << i rake a Deny deny a psychic power, you must t roling 2D6. Ifthe total is greater than the _ Jeny the Witch testis passed and the psychic ee n be made to deny a psychic power. rough the gloom in burst, fare shines througt bes, rages area dlncarded acrons ha yaya ligible unit fr vAmeligble unt i Jit that A sootng phase eds. Ale ou haves Pencarian of i vp tt you have shot with as m2 he eed this turn, an unit from your army to shoot with ave shot with all your units, progress to nit shoots, you must select the target unit(s) for + with before any re than one ranged weapon, it can shoot 2 -can split the weapons between differe: nt units, is more than one model, they can shoot at the same neither case, when you select a target unit you must will target that unit before any attacks aces solved, S more than one profile that you must cl leclare which profile is being used. chosen as the target for an attack. In order to tnt ne model in that unit must be within range (cw ic) of the weapon being used and be ‘unsure, get a look from behind the firing arget is visible. For the purposes of deters ther models in its unit. If there are no hat weapon cannot shoot. If this isthe cs* ms, ther st for your unit to shoot at, you' es e ‘moving on to the next tars" pat so Jong a atleast one mode in the target and in range ofits weapon when tha unrag Sbi the rd in the tanget unit remain visible to oF in ran ret its even, models oe lve them (this ean happen because of moet hehe You ales from the battlefield as the resul abate ithe shooting mode!’ unit frst. te shits siete sample: fa tS for all weapons before any ata os BRE ae reste hice unit, while the mel moselinte orgetunitmustbe visio othe” | | tlt btn are on | | enemy infantry unit Al the 'before resolving attacks against the nove ots with multiple weapons, all attacks made with that have the same profile must be resolved before th \ make attacks with ranged weapons while their» of any enemy models (pg 198). Moss! jin Engagement Range of any other \» your own troops is too great. 0 itwil tacks, You tsa ranged weapon, it wll make a number of attack being made (see Making Attack, page 220) , model makes with a ranged weapon is equal ‘weapol i le, a t weapon's profile after its type. For examples ae on can make one attack with that weapons can make three attacks, and son pe James resolves the at pective units and both targe cks against 1 infantry unt fi by choosing to sh make attacks one at a time 4. HIT ROLL yes an tac When ee rth hit lea 10 er han ne esl (BS) characteristic the tack sbeing = Ke Weapon Skill (WS) characteristic rae: then that attack ifthe dh are weapons then tat tack sores one hi tant, fmt, the attack ls and the attack sequence ake one hit roll for that a sack imade with awespon that hasan lity tha ay, ‘ ae target no hit rolls made ~ that tack automatically ier anit, An unmodified hit rol of 6 always. ‘one hit on the targe Sree Bt ral oft lays fails A Bro can never beg is ra if, after all th than -1 or +1. This means that eg int roll have been calculated the total modifier would be-2 or, ‘hanged to be -1. Similarly, if after all the cumulative modifiers, have been calculated, the total modifier would be +2 or better, i i tobe +l. 2. WOUND ROLL ‘Each time an attack scores a hit against a target unit, make a wo, ‘for that attack by rolling one D6 to see if that attack successfy | the target. The result required is determined by comparing th: weapon’ Strength (S) characteristic with the target’s Toughn as shown on the following table: t DG RESUi than the Toughness {orless) than the Toughness nd rolls less than the required number, the attck ence ends. An unmodified wound roll of 6 alvays get, and an unmodified wound roll of 1 always ver be modified by more than -1 or +1. This mulative modifiers to a wound roll have bet it, the player commanding in the target unit (this call be allocated to a model 1, the atta tunit has already lost any wounds a8 mod mithis phase, the attack must he alae Oras alten ated to the ‘commanding the target unit then pting ane D6and modifying the ral by UREEarRIcor the weapon thet uc Is. If the result Mores a Fast Dice R cteristi, then the saving throw fa | ice Rolling Qn unmoditied roll of always fais, Hes da | the rules for making attacks (pg 220) Reise | cic i ne mapa ack Armd yitictte | ins fin as itsuffers. Ifa model's wounds are reduced Loser eer hae of teeta attack and is destroyed, any excess damage inflicted by tera’ sa | if 4 shooting attack) or the same | same Dama by the same abilit nodel any wounds or hhac attacks allocated to this phase, they must allocate furth attacks to this model until either it destroyed, or all the attacks have b saved or resolved, scted model, the saving throws failed ise attack is saved. Fire, Grenade and Pistol. A we mi each type of ranged weapon also hasan 4, Mir the weapon or when it can be fired, Th GRENADE | Grebes are handel explosive devices yy, Hirows at the enemy while their squad mor _ covering fre | When a unit shoots, one model that is Grenade in that unit can resolve ata shooting any other weapons. ‘Mppea mon cone model can use a Grenade i * unit shoots. eB PISTOL Due to their compact size, pistols can even by y.. toshoot at point-blank range. ‘A model can make attacks with a Pisto| unit is within Engagement Range of enen it must target an enemy unit that is wi "Range of its own unit when it does so, effect circumstances, the model can target an __ifother friendly units are within En; be ___ the same enemy unit. When a model equipped with both a P | _ type of ranged weapon (e.g. a Pistol ani weapon) shoots, it can either shoot with with its other ranged ‘weapons. Choose w will fire stols or non-Pistols) before selecting shot even if firing model's unit is within ment Range of enemy unit. IS NEVER TIRE ME MowSTER model can make attacks with Foenaer sos even when its unit is within Engagement PEER battcancaty mate chance Btn Eneence: nase Be tines nce ah Monte oem = A Gre cther endl BREE othe rare ence unt Spe yeecisororsren unit has more then one that pon, you can still choose to target units that RRR Range ofthe fring modets gy teeters then ts RU ERE eats within Engagement Range ae odefs unit have been destroyed when | erp to resalvethoxe attacks Tn alton, whe parr monseR model shoots a Heavy weapon, BREED s When resolving that weapons Bega eryencry units ae within Engagement ¢$ and VEHICLES can shoot ranged ‘even if within Engagement Range of units. ns and VEHICLES can target other ‘cannot resolve these attacks jenemy models remain within their Range. ct J from hit rolls made when MONSTERS. CLES shoot Heavy weapons jenemy units remain within their ‘characteristic of 9 or less with a that unit is within 3" of any other ‘unit, or while itis within 3° BLAST WEAPONS Some weapon have Blast sted in their profile’ abilities spo, tn aditon to the pons: These are referred to as Blast w normal rules, the following rules apply to Blast wes 4.1fa Blast weapon targets a uit hat has between 6 and ‘i te iakes a minimum of 3 attacks. rennin how many attacks are made with that weapon, the dic rolled esl ess than Saltacks being made, make 3 attacks instead. For example, fa Grenade Dé weapon with the Blast rule targets a unit that ha 6 or more models, and you roll 82 to determine how many attacks are made, that roll is counted a beinga 3 and that weapon makes three stacks agains that uit 10 models it always So if, when di $31y GaINVADY 2, When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made ~ instead, make the maximum. possible number of attacks. For example, if a Grenade Dé weapon with the Blast rule targets a unit that has 11 ‘or more models, that weapon makes six attacks against | that unit. Blast weapons can never be used to © a unit that is within Eng: model’ uni the firing model is ve explosives at point Blast Weapons: Minium against units with 6+ models. Aiwa: maximum number of attacks against units with 11+ models, I Cannever be used to attack units within the firing unit's Engagement Range. AVES ay INVULNERABLE Str he sve Fach tet eee can Sas icra bree Twill use. Ifyou tse 8 : eee) choose wh on’s Armour Penetr: al eee IS MORTAL WOUND founds - these are so powerful tacks inflict mortal w eld can withstand their fury. fel cr carget unit and they are always applic ving throw (includi Some at or force on thet Ree vound roll or s damage inflicted by normal attacks, excess damage from tunit until either all the damage has been allocated or the tars, is destroyed. Each mortal wound fan attack inflicts mortal wounds in addition to the norm: resolve the normal damage first. fan attack inflicts mort ‘addition to the normal damage, but the normal damage i saved, the target unit still suffers the mortal wounds, as ¢ Ifan ability modifies the damage inflicted by a weapon, a ‘an inflict mortal wounds in addition to the normal dam: does not apply to any mortal wounds that are inflicted (u specifically states otherwise). _ Ht Each mortal wound inflicted on a unit causes one mode! in the unit to lose one wound s Hl No saving throws can be made against mortal wounds. ‘Mortal wounds inflicted by attacks in addition to normal damage /2Ys apply, even if normal damage saved | % | IGNORING WOUNDS, aml ad have rules that give them a chance to ignore wounds.1f | more than one such rule, you can only use one of those rules each tim mortal ae model loses a wound (including wounds lost duet | and claw. Strident war sic violence draw gree with blade, ye momen vant 1 of eataclys! (1. CHARGES charge phase by selecting one eligible unit from your a, ye of any enemy units at the start of the Charge phas he a eel or Fallen Back this battle round, and units that sa. bone ‘phase within Engagement Range of any enemy units, are noy Anite Ifyou have no eligible units from your army that you wis un the bateield progres to the Heroic Interventions te Gharge phase. Afleryou have finshed charging with one of your Gan then select another unit from your army to do so, and soon rave done so with as many of your units as you wish, ‘No unit can be selected to charge more than once in each Once all of your eligible units that you wish to charge with declared a charge and have done so, progress to the Heroic In of the Charge phase. Start yo it from your army to charge with. hat unit (see below). unit from your army to charge with. il your units have charged, progress to the Hercic ions step (pg 225). ITH A UNIT en an eligible unit to declare a charge with, you must units within 12" of it as the targets of its charge Be do not need to be visible to the charging uni. roll for your unit by rolling 2D6. This is the ches each model in the charging unit can now the charge move, To make a charge move, the tufficient that it is able to end that move in unit lin Engagement Range (pg 198) of every uit ithout moving within Engagement Rang? target of its charge. If this is possible S in the unit make a charge jo.asto full the above seamaster rad re ese st at s make a charge move within Engayen ar that was not the target of the charges AP OF anny Mariano within Engngenen Range oem con cmaaces | Bhin s*horizontally and 5" vertically of an enemy un Din performing a Heroic Intervention with a Chan ues meject another eligible CHARACTER unit from their seme nee ionent as no elie amicree uns, the Chere nee vention (see below. casera mere hon ‘Charge phase. Once all of your opponent’ eligible Cnanacten ws Heroic Interventions that they want to, you es "and you progress to the Fight phase, 1 enemy unit within 3° horizontal ay feroic Intervention. her CHARACTER unit to perform a tier IRACTER Units have performed Hivcis AHEROIC INTERVENTION ms a Heroic Intervention, you can move each model is is a Heroic Intervention move. Each model ts Heroic Intervention move closer tothe closest nber that a unit must finish any type of move in unit _ OVER TERRAIN CHARGING BI car mane a move eek ver serei> features inheight et cannot move trough tle terain features, bu uupand down them. FLYING WHEN CHARGING as the Fur keyword, then when it make Ifa unit's datasheet hs roved across other models (and thei move, its models can bem they were not there but they aust they ey unt) lke any other model. A model that can Fur ca move over terrain features any move on top of another model mt Fuymodels can move over other madels when they m: charge move. i Fiymodels move over terrain (including BuILoINcs} ‘other model when they make a charge move, lon. Fangs and claws cruy vee nate-filled foes tear one an © anothe, FIGHT. artietield # ae ‘aiood SPY commas rt meron anvil ieges ring * — = a ihe Pity eligible unit from their arm te eet gible anit is one that is within F : ' nit ie units to fight with the Fight ph aps univean fight mre it once in te Th ; ee units have fought th BG ple ti eile ts one ata ime: Note tha of fought and finished its Con folidation move, it might fough je units now qualify a8 such = hese ani Hee fein nce ll leila wits ve fought the Fg oe progress to the Morale phase ernate sele| Starting with your opponent, alt | fight with. | IB When a unit fights, it piles in, then it makes c then it consolidates. Zs wm fone player has no more units lft to fight wth, then fights with their remaining units, one 2 i Once all units have fought, progress to the Moral gctect 2 unit 0 fight, it frst piles in hey ‘ose combat attacks, and then the uur ae a move. Fach model in the unit must finish ite pig so? 2 3 ~ this minpeype of move in unit coherency (py 195), ‘Move up to 3". d closer to the closest enemy model CLOSE COMBAT ATTACKS ‘makes its close combat attacks, before resolving determine which models can fight and how many ‘you select the target unit(s) for all of 5 ‘what melee weapons those ati those attacks ‘ight close combat attacks, on! gagement Range (pg 198) © in Engagement Range of an enemy unit within #4" of another model from their nemy unit. ks, you must first select the tar ide by models i Bet unin made a, their unit deci, T model my unit ss rake more than one attack it can make al of, the same than one model, each model 4 unit has more ean mak, Similar fame, or dfferent targets In either cas, declie A a Mange which unit(s) before any attacks are resove 9 ifamodel ean 0 viable targets (because all enemy units are beyon Ae there are tange etc.) then that unit cannot make close com, Engagement Range in putt ean still consolidate (see opposite). ri a fm the attacking unit made a charge move this turn, its mod only target units it declared a charge against this turn, oun, that performed a Heroic Intervention this turn. i Sclect targets for all attacks, before any attacks are reso\yo4 {fa unit targets multiple units, all attacks against one uns IScan its mus ‘resolved before resolving attacks against the next ; leapon el makes a close combat attack, it must do so us is on that has the ‘Melee’ type). The weapor jig described on its datasheet. Ifa model is » oat the acks using as more than one melee weapon and can lem between these weapons however you eing made with which weapons before ected weapon has more than one profile st declare which profile is being S made with such a weapon can be istics profiles, then after weapons you must, if any are also being used © hb eacalving any SOLIDATE CON: whe we. Each model mus on move closer to the closest enemy m touching an enemy model cannot move, but s onsolidated. Remember that a unit must finish any t rency (pg 198). unit IB Consolidate: Move up to 3 BB Must end closer to the closest enemy model. ALE PHASE «¢ of battle take theit toll. With per ore monstrous or the hopelessly insane », We ed ats Utihy rs ‘ma COHERENCY CHECKS 1. MORALE TESTS h the player whose turn is taking pl ng with the p cting a unit from their army that has had m est for it. Ifno units on the b taking a Morale test for it. test, progress to the Unit Coherency Checks step of the A unit only needs to take one Morale test in each p finished taking Morale tests for all the units from the had models destroyed this turn, the opposing player ¢ remaining Morale tests, one ata time. Once all Morale te (ifany), progress to the Unit Coherency Checks step o: @ Players alternate taking Morale tests for units f that have suffered casualties this turn, MF Ifone player has no more units left to take Morale ‘Opponent then takes Morale tests for their rema atime. Once all units have taken Morale tests, progress t Coherency Checks Step (see opposite] MORALE TESTS Morale test failed, one mode Nees th ¥ Seisectaies acs BIN when a model is destroyed. nthe ni ce lon “hanger is removed from play, ba wth cs Leadership characteristic of 7. Five model were destroyed in this unit this turn, so Stu one D6, getting a4, le test = 06 + number of models destroyed this Unmodified roll of 1 always a success (no Morale test exceeds unit's Ld one model Nose ne’) {5 wi Re eethermasas | | Setter Me rufa |_| greater than the units Leadership characteristic, so ther Morale ‘must take Combat Attrition tests, testis failed and one model in the unit flees and is removed. Stu now needs 10 take Combat remaining Attrition tests fo | four models it his unit. Stu rolls 6, As the unit COMBAT ATTRITION TESTS unit fails Morale tet, then after the frst model egret hen ef dd model in that unit, subtracting 1 from the result ifthe unit ic beac rn “grength (p& 201) for each result ofl, one additional model es hag "You decide which models from your unit flee those models are remonee | from play and count as having been destroyed, but they never trig = i : “qales that are used when a model is destroyed. | (a1,.02,a5.and ttrition tests: Roll one D6 for each rer 1, one additional model flees from Combat Attrition tests if uni T COHERENCY CHECKS st now remove models, one at a time, from any of the units ‘that are no longer in unit coherency, as defined on page 198, group of models from the unit remains in play and in unit removed count as having been destroyed, but they that are used when a model is destroyed. Models omer 4, ‘rarted quickly of warha tthe action 8 in 9 Bae hat Is [408 CO ee, of your own creation. If you and y Oniy Wa" au could play 9 ™ te and the winner decides. ust roll players ™ TIONS ewer Hoy, he 3. Create the Battlefieig r lefield MISSION INSTRU 1, Muster A yerson he nel ye her rales that could affect Now T need to adjust dist a j or aris deployment zones, obj¢ | 2. Read Mission Briefing aa . fanmmmaadecininslit. 4, Deploy Forces 5s ofthe Judes a de circumstance Each mission inc ve Objectives ret wil tll et to secure victory). Some missions or abilities that shows where each player 7 in their army (called the arm: = “Saeed na zone), and will list any res “These cover unique situations, (0 setting up. can be used in the battle. to setting up 5. Determine First Turn Bach mission will tell you h which player has the first tur 6. Resolve Pre-battle Rt Players should now resolve ar their army has (if any). ?. Begin the Battle The first battle round begins. Players to resolve battle rounds until the battle 8. Ending the Battle Each mission will tell you when the battle ends. This will typically be after a set numbe of battle rounds have been completed, or when one player has achieved a certain victory condition. 9. Determine Victor Each mission will tell you what you need to do in order to win the game. If neither manages to achieve a victory then the game'* considered to be a draw. oe oBJECTIVE MARKERS. seal. These can be represented ing hp fired on the point specified by the ma” Pe Ess al ays place thes ontally Jake more models within range oft than IH Spoilers dace? trol objective markers ~ exclude these units w Sec! Serle te marker: 40mm round marker range of objective marker if within 3° horizontally and marker controlled by player with most rn ‘and Fortifications cannot contol abi The locations of obje the battlefield are typi deployment map of the played, and are represente. to the left. SECURED ability called Objective Secured. & player controls an rave any models with this ability within range of if there are more enemy models within range ‘ ‘model within range of an objective (ora similar ability), then the objective marker nas ‘models within range of that _ MISSION ONLY WA | 2. MISSION BRIEFING . | A.MUSTER ARMIES nde 1 aie | ater i mem ih Dpestroy the enemy army and secure sites littered across the battlefield w stopping your foe from doing likews, ts sies need to be the same | haha hhat the players want they feiotjectives: See ihisnow tfihisisyour Grt MUGS 7 Should agree to this 0 Sesame 4000 we Ehpayererabs a small band of nit .. tale elo gives a rough guide ofow ong | thebatleshould ake based of Mimbined Capture and Control: At the end of ach = Brain orbs Vrearand your player Command phase, the payer he ~ turn itis scores 1 victory point for each al objective marker they currently control (cc. below for details of how to set up Objects. Markers). Players control objective ma: as described on page 237. In addition, +. player controls more objective marke» their opponent does at the end of th: they score 1 bonus victory point. yowimend _ Stay the Warlord: A player scores 1 vic, se rerminits, The point ifthe enemy WARLORD is destroyeq end of the battle. Lupto2hours Upto 3hours Uptoshours 3. CREATE THE BATTLEF| ‘The players now create the battleficl. =, up terrain features using the guidelin pages 198-199. The minimum size o: battlefield depends on the battle size selected, as shown in the table below BATTLEFIELDS Combat Patral/inc ca 4a°x30 Swike Force 4ax60" Onslaught 44°x90" ‘The players must then alternate setting up é objective markers on the battlefield, starting With whichever player wins a roll-off (pg 1), until a total of four have been placed. markers cannot be placed within ttlefield edge, or within 9° of any pePLOY FORCES 4. $. DETERMINE FIRST TURN 6. RESOLVE PRE-BATTLE RULES up all th ?. BEGIN THE BATTLE my; their opponen 8. ENDING THE Ba he batt play pave units with abilities that roth pavers th p after both armies > be set up al them to b allow TTLE ed, the players must rol off ¢ deployed e been set up and ave dP per units have been set up all other ateynate setting uP thes seem 9. DETERMINE VicToR units, starting with Ward the winner. opposing army is the victor Player with the most victory p DO a Centre of oS The entre ee Battlefield safield 298p3 pisyonved @ lints ond Tips fore Levels vs. se ennoriate p nits. Typically, open play ee ‘be used primarily with Power rev asthe are fen the quickest ‘method by which you can get an army together ready to play ~ while ‘matched play games are intended to bbe used primarily with a points limit = to ensure both players can reflect ‘the minutiae ofthe individual squad Toadouts in a fair way. ‘There is, however, a relationship between Power Ratings and points values - a unit with a high Power Rating will also have a high points value. As a result itis perfectly legitimate to play a matched play game using a pre-set Power Level instead ofa points limit if that's what ‘you want to do. Likewise, if you wish fo use a points limit (or just Points values) in a narrative game or open play game, then you can. We recommend both players use the same method as each other, but as long as ou both agree, you can decide which ‘method you prefer to use, ILDIN Ewer RATIN G AN ARMY GS AND POINTS RATINGS power Rating listed on its datasheet, and its am POWE! a a arte srength of each amy Th oe aereased ifadditional models are added tothe vn, Dane mre ken for the unit (such as erally ifother options are taken for ae asa nether ease the units datasheet will mak with jump Pt jeted at the top of the datasheet is increased asa rey Power Rating listed ick measure of a unit's efficacy, Power Ratin UNDERSTRENGTH UNITS Sometimes you may find that you do not have enough models ‘minimum-sized unit; if this is the case, you can still include on that type in your army with as many models as you have avail known as an Understrength unit. The Power Rating of an Unc unit is the same as if you had a minimum-sized unit, even thor fewer models. s IH Understrength unit: A unit that starts the battle with few: __ models than a minimum-sized unit, POWER LEVEL ey Power Level isa guide to how large and powerful an army is, ummy with a high Power Level is more powerful than one with alow You can calculate the Power Level of an army by adding up the a | Power Ratings of every unit contained within it. all Power Ratings in army. NTS VALUES fs Pon vac wee red by adding together the points value of, Me fact that some weapons are more powerful than ot values: Detailed measure ofa unit's eficacy | cvunits are led by a champion of some kind, such as a Se 5 Seeaiitvebettercharacteristics and access to oe ae Tnless noted otherwise, unit champion models havethe same | includes any Understrength units, the wnt y ‘the models you actually have (anc « inca REINFORCEMENT POINTS, Some rules allow you to add mand ina number of lar to P d ower Rati ngs, ors and new units to your army during Auunit * points the battle, oF else replace units pla le of ev pe rery individual every individual weapon cour ans of wargear also have « pont 1s value if equip , that have been destroyed. If you n equipped ts value, are playing a game that uses & points limit, then you must wiped ya modal na Sch ot ag ales listed hour publications of your points in order to use these rules these are your Reinforcement ons points, Each time a unit is added to your army during Reinfor Pool to pay forthe uit you that uni (but no sm int points. If odels does not cost any Reinforcement points. Reinforcement Points: Difference between points limit and the total points value of all Units in your army. BE When a unitis added to your army during er can also be described with a points a battle, reduce your | imit, the larger and more stats = points limit, you will first need to agree with inforcement poi sit Porte vile Both players by the points value of 0 be the case. ‘You will then ‘the new unit. your army, and make ORGEV meres ands of the OrkS, are ~10 8 greater or igs, BATTLE-F ontingents ot ring how you can On practured forces serve coger Sr to the we units into Detachments ee ganise you to Detachmente,«t® hase on ich to pt mor i nised. Amy tbe org representa static ceive a Battle-forged y that is not (05), An arm (re An army organised so al | pattle-forged army: An army org: | in Detachment 4 | Unbound army: An army that is not Batt Battle-forged armies have a pool of Comms | Unbound armies do not. : Battle-forged armies receive a Battle-forged | turn (pg 205) | | COMMAND POINTS The starting number of CPs each player starts with pla P | army depends on the size ofthe battle you | in the mission pack that is being played, but if one is | mission pack, use the following table, Note that the tots | onthe combined power of all the models used in the batt | Power Level of both your and your opponent's that uses points values, then the points limit is t side. You can find out more about points value CN e BATTLE SIZE mies). If TOTAL POWER LEVEL POINTS LIMIT COMMAND Pt Combat Patrol Up to 50 Up to 500 : Incursion 51-100 501-1000 6 Strike Force 101-200 1001-2000 12 2001-3000 18 Onslaught 201-300 @ Starti in BeeMPeroF Command points varies with battle size % he end of the ty “ Telemed eetestataes : ECPs gained By mission special rules thar mand Phase before a | Haji gainor refund more than 1 CP per bate in or refund CPs used before batt) te, le OF atthe end ofa battle round tart of Command phase forged CP bonus and CPs gained at s _gpecialrules are exempt from this tim important when building a Battle-forged army, bec: ts require all units included in them tobe fromiheanne | below). For example: Av intercessor Squad has the iareRwuM and AverTus Astanres Faction Imperius and Ade by Faction keywo res all units to be from te Imperium || they must all be from the Adept \ starts Faction. pall of the units in your army ~ with the exception Lignep - must have at least one Faction keyword Caos) even if they are in different have the correct Faction keyword, it Incursion strike Force ———E lar Detachment i Your af, You mus fr al to that Detachment’s Command Cost. ify... have enough simply organise some or al ofthe units in your army: Then, YO" atin the restrictions and limitations detailed oy Lars rived to use additional information found on a units dai. such as Faction and Battlefield Role (see below and right) to a ae itfitsin a Detachment. Unless otherwise noted, you can in same Detachment multiple times. ‘To include a partict IB Maximum number of Detachments an army can inci. a with battle size. BB Toinclude a Detachment in your army, you must pay CPs specified. HE Units must fit into Detachments. BB Aunit cannot belong to more than one Detachment. DETACHMENT ABILITIES REINFORCEMENT UNITS Every Codex lists a set of abilities that units i Ifa unit is ever added to a Battle-forged army during the battle, itis never considered to be part of a Detachment. This means that it never costs CPs to include them in your army but they will never benefit _ from any Detachment abilities. S added to your army during the battle are Part of a Detachment. Ietachment contains the following inforn “BATTLEFIELD ROLE SLOTS sie Bir section of Detachment rales hte they | BATTLEFIELD ROLE Mofunivs in each Dated Role her yan 44 mann aoa ‘cannot inchide more than six beau ee thaalsx Troops uns in the Doreen efeld Role Me unit. Red ieams any units of the n your army. Grey number of unite Detachment in will need to be B Each unit takes up one slot of the appropriate eine compulsory (ed) sn ED TRANSPORTS how many Dedicated Transport units the D. ‘asthe total number of Dedicated ‘Transport ent cannot exceed the number of Is n that Detachment (ie. in such Deis: ou include in the Detachment you ca icated Transport Battlefield Role) ‘a Detachment’ rules lists any additional resztctions th units you can include as part of the Detachment. Ifa datasheet sre to a particular restriction, it cannot be included as part ant, The most common restriction is that al ofthe units FORTIFICATION DEDICAT TRANSP ITS). ment's rules lists any bonuses that apply if you yourarmy on COMMAND Cosy. 5. rast. Heavy wines ATACK SUPPORT. gy, " HO re ee hs i , : BI Wi —— | EJ So } ssn waren | a — ... COMMAND COST: 3¢p BATTALION DETACHMENT... — pestrcions: Allunits must ee Fettom the same Faction. This vo trs SUT rac me : Pretshment annot include ay Ne ast Undersrength unit Command Benefits: +3 Command a points i your WARLORD is pat of this Detachment. } Dedicated Transports: Can include 1 for each Inranrry unit taken. . COMMAND COST: / BRIGADE DETACHMENT.. Restrictions: All units must be from the same Faction. This FAST ee Bbadeecet conact include ogy HO TROOPS ELITES ATTACK == SUPPORT FL 6-12 38 35 35 ( Understrength units Command Benefits: +4 Command Points if your WARLORD is part of this Detachment, Dedicated Transports: Can include | foreach | — yANGUARD DETACHMENT : COMMAND COST: 3CP 40 tors COMMAND COST: 3CP SPEARHEAD DETACHMENT SPittons: All unis must Ret the sae Faction, This st weAVY Ho vmoors cues sick sont Detachment cannot include any ‘Understrength units. ‘Command Benefits: None cated Transports: an include 1 for each Inparay unit taken. QUTRIDER DETACHMENT. ee fast. HEAVY Restrictions: All units must be from the same Faction. This Detachment cannot include any ength units. mand Benefits: None. HO TROOPS ELITES. ATTACK. - . 2 randomly, If you choose to 4. hat in on your ary. eer tae Bae RAE APTS how many madote sre each unt 2. Wat weapons and wargea the models in gaeh unit Fe wiped wth orter's only 3. The PowerRating and pont value ofeach dni te ate 2 Tete f you ate plang. gare that's using a PONS 4. Keywords. psychi powers, Warlord Tests and $0 0%: + fa unithas any keywords that must be chosen by you (2 ‘hanx OF CHADS, , CRA 4, BARRICADES AND FUEL PIPES ] Makeshift but effective defence lines make an excellent Many battlefields bear susie one ee i position from which to repel the enemy. a ea, Terrain Category: Obstacles F; Category: Pa ats na Terrain Traits: Defence Line, Light Cover, Heavy Cov — i alts eee ifficult ___Defensible, Unstable Position, Difficult Ground s ANNIHIL T NS a: miss n BRIEFING wissi0N OBJECTIVES or ndivide that units Pe seuon up) when calculating this. An are not on the battlefield at th battle (other than units that ar embarked within TRANSPORT n on the battlefield) count as deste, mission objective ma sstroyed at nemy WARLORD is Defender's Battlefield Edge NCSD CCS Centreof | Battlefield / WAV, PEN HOSTILITY HOLD AT ALL Costs misSION BRIEFING Defender’s Battlefield Edge Pec Dee’ on ered Pesetucd bd Zone Pent CAC ry Pee ica nurs oi PRE-BATTLE aT ABILITIE 10. BEGIN THE BATTLE 7 « DETERMINE ATTACKER AND soe 14. ENDING THE BATTLE heir opponent then the fifth Auacker and thelr opponent comes fr, epson ol ‘tho wil be the DECLARE RESERVES AND eet eae ects SeaNSPORTS the victor Frmpaners now secretly note down which Both Pt wl tart the batle ina location or ethan the bated and which oftheir el start the battle embarked within 1 models (they must declare what

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