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Command Phase Psychic Breakdown Weapon Types Wound Roll

+1 CP Chose Psyker, then Power. Can shoot if Advanced with -1 to hit S 2x T 2+


Assault
Resolve Rules/Actions Psychic Test
Heavy -1 to hit if Infantry and unit moved S>T 3+
Deny the Witch Test
Movement Phase Rapid X2 Attacks if ½ Range S=T 4+
Resolve Power (go to top)
Fire
Can move if not w/i 1” of enemy
S<T 5+
unit
Shoot Breakdown Grenade
1 Model can use grenade when
If w/i 1” - must fall back as move shooting (if in range) S½T 6+
Hit Roll - BS from Statline
Reinforcements after moves Can fire in engagement range / Cannot
Wound Roll - S vs T Pistol
Count as moved be used with other weapons
Allocate Wounds
Min 3 attacks vs unit of 6+, max
Psychic Phase Save vs Wounds
Blast attacks vs 11+ models. NEVER shoot
Model Sv - Weapon AP
in engagement range
Resolve all of each Psyker’s Mortal Wounds = no save

powers before going to next Invul Save ignores AP


Rules we forget
Dbl 1/6 = Perils of the Warp Roll damage for unsaved Wounds
Phase Rule
(Possible wound saves)
Shooting Phase All Engagement Range - 1” Horizontal / 5” Vertical
Inflict damage
Weapons cannot split targets All Coherency = 2”H/5”V. Unit of 6+ models must be in range of
Next Weapon
2 other odels
Designate Targets for weapons
Fight phase Breakdown All Modifier order = DMAS. (Div,Mult,Add,Subtract then RFU)
Choose Unit
Charge Phase All Unmodified die = after re-roll
Pile in 3” toward closest enemy unit
Choose unit(s) w/i 12” Combat Hit/Wound Rolls never modified beyond +1/-1
Pick targets for models
Choose Targets of Charges Combat Invul Save ignores AP entirely
Choose weapons to use

Enemy Overwatch for 1CP Fight Enemy chooses combat after charging units done
Hit Roll - WS from Statline

2d6 Charge Roll - must reach all Wound Roll - S vs T Combat Mortal wds ‘in addition’ apply even if save made
targets chosen above or failed
Allocate Wounds Move Strat Reserves. None on T1 / T2 6” of table edge not in
Enemy Heroic Intervention - enemy deployment or board edge. T3+ anywhere. NEVER
Characters w/I 3”H/5”V may Save vs Wounds
w/i 9” of enemy unit. Count as moved.
Model Sv - Weapon AP

move 3” toward enemy models


Mortal Wounds = no save

Invul Save ignores AP All Actions - Cannot start in engagement range or if advanced/
fell back. NO AURAs during action. Move/Psyker/shoot/
Fight Phase Roll damage for unsaved Wounds charge/HI fails action.
Charging units fight first (Possible wound saves) (1 only) Combat Model can fight if w/i ½” of a model w/i ½” of enemy units.
After charges, ENEMY picks 1st No more 3 ranks of 25mm bases.
Inflict damage
fight, then alternate
Consolidate 3” toward closest enemy Terrain Only Infantry/Beasts/Swarms benefit from cover
Any ‘Fight Last’ Units unit
Terrain HILLS CANNOT BE ATTACKED. :)

Saves Once a model starts taking saves, it must continue till it dies
Morale Phase or the combat ends. No switching units for better save vs
weapons (p.221)
D6 + # of Models Lost

Result <= Ld = Passed


Space Marines
Result > Ld Fail. Remove one
model and roll for remaining ATSKNF Ignore modifiers to Combat Attrition Tests
models. Roll of 1 removes
model. (-1 if at half strength) RF Weapons x2 Att if ½ Range/Stationary
Bolter Discipline
Coherency Check - remove or Term/Biker
models out of coherecny Salamanders
Shock Assault When Charging, charged or HI, +1 Attack
Promethean Cult - In Tactical Doctrine
add +1 to Wound for Flame/Melta Combat Doctrines T1 - Devastator. Hvy/Gren -1 AP

Re-Roll 1 Wound Roll T2 - Tactical. RF/Ass AP-1

Ignore AP -1 T3+ - Assault - Pistol/Melee AP-1

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