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_ from the opening volleys of shots through furious og te PHN NAC unit Mae rtp! he pattle rounds. In eac! anes a ener pace ae La arent ean Te Enea apmnnepr thr Pireneen tit Lun hearin eT ; on a RAT ag are PRL tl Diseases Prete eal as if it w minute the ba minute by bloody me attacks, In pT betes OUT OF PHASE RULE« ome rules allow a mo, oot, charge ) ‘any) on the battlefield. If there are any v. ted by the destroyed models tixpl« stead you must roll one D6 for eaci: d. For each roll of 1, a model that disermisa:i, ed. Units cannot declare a charge (pg 224) or periocm (pg 225) in the same turn that they disensbarked from Pr Tesi Seen AIRCRAF AIRCRAFT Pe MINIMUM MOVE punenarr models typically ba aijuess The first is the model's m all parts of thi Movem! least that far from where dparacerstic ino part of the m: this Ifsuch a model’ Move characteristic i istics are both m maximum Move character jfan Aincrart model cannot make its mi move would result in any part of that mc the edge of the battlefield, then unless you ar that model is removed from the battlefield rule, (ifthe AincRaT is a TRANSPoRT, then any model ‘within are likewise counted as destroyed). The Stra described on pages 256-2 IB Minimum move: Models must move at least 1 Ifa model cannot make its minimum move, it (unless you are using Strategic Reserves] “RCRAFT ENGAGEMEN Bo Be mais ee RANGE nodel, the following Eee ent rte ct that cally anenay wn setts along the rnd hi mant® (198 apply to it~ Hs are soaring Fer sae ange, but it and it ea RAFT model Gathe move within Engagement Range of any enemy n Phase, am at AIRCRAFT init can s }ot have to Fall Back or J gewhen an AIRCRAFT itis selected Yo Move in the Moy ‘units are within Engagement Range of it, that mene fa Normal Move or an Advance (i.e. it does Remain Stationary) gwen a unit is selected to move in the Movement | it ngage age crn ee Galmnake a Normal Move oran Advance (ie it does not hereto teen "Remain Stationary) exes) have to Fall Back | Models can move within an enemy Aincrart’s "Engagement Range "Models can move over AIRCRAFT (and thei: ‘any kind of move. yFT can make a Normal Move or an in Engagement Range of enemy moc!= 201C INTERVENTIONS, PILE INS, ISOLIDATIONS AND AIRCRAFT enever a unit moves when it performs a Heroic Intervention (pg 225), 229) or consolidates (pg 231), it must end that move closer (0 st enemy model, In all cases, AIRCRAFT models are excluded when g which model is the closest, unless the unit making that move performs a Heroic Intervention, piles in or moving ignore AIRCRAFT (unless the model ie. REINFORCEMENTS nits have a rule that alle the battlefield: ur than on rile Any units that h | ule, Any Reinforc Reinforcement unit cet them and | su can now sele on stup, the Movement phase ends ar oy set up Reinfor i : Jes that enabled the unit | inthe same rul | the battlefield. Reinforcement units eannot make a Normal Move, Ad or Remain Stationary in the turn they arrive for lly (shoot, charge, fight etc.). \ otherwise act normall ee Fah). srrived as Reinforcements count as having moved to their Move (M) characteristic in this Movement p\ unit have a minimum Move characteristic, those m moved distance in inches equal to their maximum Mo IB Reinforcement unit: Unit that starts the battle in a than the battlefield. IB Set up your Reinforcement units, one at a time, as c the rules that let them start the battle in locations o: the battlefield. IB Reinforcement units cannot make a Normal Move, Fall Back or Remain Stationary this turn IB Reinforcement units always count as having mover B® Any Reinforcement unit not set up on the battlefic! the battle counts as destroyed MH Once all your Reinforcement units have been set up the Psychic phase (pg 214). ower of the warp to aid their allies and des, adwith the smallest mistake, the eff, 4th ‘and with effort can ean gp Ihave the Pevmen Keyword. Inthe Psychic pj, stm manifest payeic powers and deny enemy y..” i fe phase by selecting one cligible Psvkep ,, ‘ithe battlefield. PSYKER Units that Fell naey tunits) are not eligible, Ifyou have no eligiyjc pu ay-on the battlefield, and no other rules har, "Peychic phase, the Psychic phase ends, selected an eligible PSYKER unit from you, gst one oF more psychic powers with it. a gall ofthis units psychic powers thay, another eligible sven unit from your an, hic powers with, and so on, until you ha you wish. selected to manifest psychic powers moze Once you have no eligible PsvkeR units on to manifest psychic powers with, your... to the Shooting phase, 3 ‘Psychic power, shown left. Some know other ition to, Smite — the unit's datasheets and Ware using will make it clear which powess hic power has a warp charge value - the itis to manifest the psychic power. 8 >wers before the battle. chic powers, you to-manifstit. Wit iS, You cannot attempt to manifest she fence inthe samme bate round, cnc Same paychic with dierent ithe PSYKER unit can attempt t6 manifen mene ee eke iooed Ren chic power. select the same psychic power more than once per unless that power is Smite ranifest the psychic power by taking a Psychic test an attempt to deny the psychic powerby taking a ch test. | manifested, resolve the psychic powor's efects, psychic power. TESTS ‘unit attempts to manifest a psychie pv that unit by rolling 2D6. If the total is «« charge value, the Psychic test iso: taking a Psychic test, that uni: PERILS OF THE WARP. Warp. it suffer a wounds a Parca Dom the Warp while attempti ower automatically fil manifest fa Perce unit is destroy last model in that unit, ever ‘unit within 6” oft immediately suffers D3 mortal wounds Perils of the Warp: The PSYKER unit manifesting the pone; 3 deny a psychic power, you must take @ Deny relling 2D6 Ith tals greater than the Witch test {passed and the psychic ‘made to deny a psychic power If shan one psychic powerin® \ \ through the loom in bursts, s the bara ne th as many of your unit td weapons that models in that unit are fn anit are equipped with are detailed on i 44.8 ith more than once in bbe selected to shoot will Shootin pecal your eile units that Ou wish to shoo: wi, sphase ends and you progress to the Charge pas. set a unit from your army to shoot with, I it shoots, select targets then resolve atts ed weapons that models in that unit are = ‘you must select the target unit(s) for are making attacks with before any at. shed than one ranged weapon, it can shoot itcan split the weapons between differen it has more than one model, they can shoot ai fs In either case, when you select a target unit you must farget that unit before any attacks are resolved las more than one profile that you m: which profile is being used “nt ‘unsire, get a look from behind the iting latget is visible. For the purposes of deterring other models in its unit. I there are 20 hat weapon cannot shoot. If this the that unit is not eligible to shoot wit jweapont attacks are always made apni na in the target nit remain visible to or im range BSE even them (this can happen: beeause of moder teste YO" desc from the battlefield as the result of revolving ng oe cand eight with lune: When the shooting model's unit frst. ithe shots with a wth bls When model: on is equipped wit ther | \ the unit i vehicle unit while the mal sear ore ener ip d before resolving attacks against the newt ts with multiple weapons, all, attacks made with with the next, pons are in respective unit are visible to all iri | Tames res. the infantry unit first, beginning COMBAT aake attacks with ranged weapons w ‘of any enemy models (pg 198). Mio Engagement Range of any othe: your own troops is too great, ile they are within Ene irgets within Engagement - ' weapon, it will make a number of attacks. You tack being made (see Making Attacks, page 220). odel makes with a ranged weapon is equal ‘file after its type. For example, @ n can make one atack with that Weapons three attacks, and so on. Grenades are handheld explosive device Phrows at the enemy while their squad » covering fire. When sunt shoots, one model that is eau Grenade in that unit can resolve attacks shooting any other weapons, mere Inly one model can use a Grenade yy, unit shoots. PISTOL ‘Due to their compact size, pistols can 10 shoot at point-blank range. ‘A model can make attacks with a Pisiol unit is within Engagement Range of enc», it must target an enemy unit that is with Range of its own unit when it do. circumstances, the model can target a n _ ifother friendly units are within Engs ae enemy unit type of ranged weapon (e.g. a Pistol and weapon) shoots, it can either shoot vith its other ranged weapons. Choose w Pistols OF non-Pistols) before selecting tary: shot even if firing models units within ement Range of enemy unit. ibe shot alongside any other tupe BLAST WEAPONS hese eaPODS have “Blast listed in their prof’s abilities asa ae feferred to as Blast werpone ted the ‘Files the following rules apply to Blast weapon AIF Blast we Torri WeAPOn target unit that has betwen 6 and {oid aes minim of 3 tach 5 iieroscerent Ranger gee Ul that Nt weapon the decried eae ee eis Ridant ue, make 3 attacks instead For faGrenade Ds ‘ cD wespon withthe Bla ule ivi S cl tts € crore asta ane ol £218 determine how many attacks ae nae eral 45 counted as bein ‘i "8.3 and that weapon makes three attacks against that unit on a Bete aston im Belfort rolls when resolving that weapons 9, When a Bi Pere Faas ildition, when that has 11 or more determine how instead, make the maximum ‘and VEHICLES can shoot ranged st rule targets a unit that has 11 nif within Engagement fae og tran ate models that weapon makes sc attacks agaist ast weapons ca} target a unit that contains any Characten a Wounds characteristic of 9 or less with » while that unit is within 3" of any other ‘or MONSTER unit, or while it is within 3" unit is both visible to the firing closest enemy unit to the firing m of battle makes it difficult to pick Ignore other enemy CHARACTER characteristics of 9 or less when ‘is the closest enemy unit to the pe made one 16, OF, IN SOME cases, ach ake attacks ised 10 Betis pe Bi ol aks os aitecks that tach Nh cal eth le 10 eter han characteristic (if the attack is be; ~ el’s shistic Skill (BS) vs being m, ie wn) or its ‘Weapon Skill (WS) characteristic (if 1), n that ha melee weapon), then made pith 4 tack fails and the attack sequence ends unit. Irnot, the a ciemade witha weapon tat has an abil that ay, ay nee targets 0 hit ollismade that ack a rget unit, An unmodified it ol f 6 alway, oreo ett oll ofl always fails. A hit roll can never he ee “This means tha if, afer all the curmulative n aor pve been calclted, the total moder Would 2 ait obe-1, Silay after allthe cumulative modinr cane calculated, the tal modifier would be-+2or beter k scores one hit ay whit tobe +1. 2. WOUND ROLL ‘Each time an attack scores a hit against a target unit, make aw ~ forthat attack by rolling one D6 to see if that attack success J the target. The result required is determined by comparing th | weapon’ Strength (S) characteristic with the targets Toughn. characteristic, as shown on the following table: D6 RESU: uIRED (orless) than the Toughness und roll is less than the required number, the atiack uence ends, An unmodified wound roll of6 always get, and an unmodified wound roll of | always be modified by more than -1 or +1."this umulative modifiers to a wound roll have bee’ “Would be -2 or worse, it is changed to be -l. ‘modifiers to a wound roll have bee 2 or better, itis changed to be +! the player commanding in the target unit (this o be allocated to a model is within range OF OF Vise to, he ay unit has already lost any wont crn ea model. try ready had at ‘hat model Mode inthe ‘must be allocated : tacks allocated, WING THROW er ore ry oe on, ‘one D6 and niodifying the rll by dhe toes Beeetenitc ofthe weapon tha neue eens AP ori incrs ifthe result is equal t 5, INFLICT DAMAGE age inflicted sequal to the Damage (D) charg ge it suffers. Ifa model's wounds a reach point k: Player commanding ta:ye: nit. Ifa model in the unit ha: > d attacks allocated toit this ‘and modify by the aiiacx's elected model, the saving thiow is faiiee . Otherwise attack is saved. Hints and Tips Fast Dice Rolling The res for making attacks (pg 220) hhave been written assuming you will resolve them one ata time. However, its possible ro speed up your battles by rolling the dice for similar attacks together. In order to make several Attacks at once, al ofthe attacks ‘must have the same Ballistic Skil (if its a shooting attack) or the same Weapon skill if its a close combat attack). They must also have t |. Strength ad Armour Po is already had 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. |ERABLE SAVES p a invulnerable avs invulnerable S3¥ its invulnerabl INVULN sere ao fe invulnerable sa. essa eae) De save: Saving throw that is never mou apor's AP f jInerable save CAN USE it instes, rocking aera ¥ normal S¥. MORTAL WOUNDS oop attacks init mortal wounds ~ these are 80 power! Id can withstand th tit until ether all the damage has been allocated or the tars is destroyed. fan attack inflicts mortal wounds in addition to the norm : resolve the normal damage first. fan attack inflicts m addition to the normal damage, but the normal dama; saved, the target unit still suffers the mortal wounds, as dc Ifan ability modifies the damage inflicted by a weapon, « a an inflict mortal wounds in addition to the normal dam. cle does not apply to any mortal wounds that are inflicted (un. specifically states otherwise) I Each mortal wound inflicted on a unit causes one moce in the unit to lose one wound, | No saving throws can be made against mortal wounds Mortal wounds inflicted by attacks in addition to normal damage ays apply, even if normal damage saved. IGNORING WOUNDS aoe Fave rules that give them a chance to ignore wounds. Fale ach gre than one such rule, you can only use one of those mortal ai, loses a wound (including wounds lost duet pammerand claw. SUident war er rth blade, ef eataclysmic iolence draw * 4, CHARGES ge phase by selecting one eligible unit from your caerprat declare a charge with it. An eligible unt mnemy units at the start of the Charge pl Start you you want to chi is within 12° of any €1 _ pedined ¢r Fallen Back this battle round, and units that it of any enemy c vice within Engagement Range of any enemy units, oe have no eligible units from your army that you wish hon the battlefield, progress to the Heroic Interventions step Charge phase. Aer you have finished charging with one o ‘can then select another unit from your army to do so, and so ‘have done so with as many of your units as you wish, ‘No unit can be selected to charge more than once in each Ch. ‘Once all of your eligible units that you wish to charge with declared a charge and have done so, progress to the Heroic from your army to charge with. init (see below). Mer unit from your army to charge with. Jur units have charged, progress to the Heroic ns step (pg 225). en an eligible unit to declare a charge with, you must HY Units within 12" of it as the targets of its charge. ‘do not need to be visible to the charging unit toll for your unit by rolling 2D6. This is the nches each model in the charging unit can now ike the charge move, To make a charge move, the ‘moving within Engagement Range target of its charge. If this is possible, in the unit make a charge oo cargets ofthe charge (must b eens re (8 be within 2 Frauen 19 ove harsngnt eta npngen make a charge move within Empat targets. charge (0 we 2, HEROIC INTERVENTIONS tan eligi mn a Heroic Intervention (see below). An eligi vo Wi An eigen septs Faget Rag any eee ae eee and 5 veraly om enone a on ahead performing a Heroic Intervention Kuen eeject another eligible CHARACTER unit from their ney teeny Perihayhave done so ih atmany of ies tate ae PeeosebssooeligleChanscrzn nis tacchege pee opponent can now sl wounitean perform more than one Heroic Intervention in each Auunit can never perform a Heroic Intervention in their n Charge phase. Once all of your opponent’ eligible Cuan in their EL Herole Interventions that they want to, our Cheer ot “and you progress to the Fight phase. = CHARACTER Unit to perform 2 Her Heroic Intervention if feroi Intervention. ther CHARACTER unit to perform a Hero CTER units have performed tvoie HEROIC INTERVENTION ns a Heroic Intervention, you can move each model sis a Heroic Intervention move, Fach model . Heroic Intervention move closer to the closest -that a unit must finish any type of move in unit fp oss xn kaa ove rest over tors in height sn odes cannot move through ale frrain feat up and down ther. FLYING WHEN CHARGING yin tashecthas the Fer keyword then shen it al rae models can bermoved arose other models (and power not there, but they must move ove terrain featur tay wee unis) ke any other model. A model that can Fy ca, any move on top of another model 1 Fux models can move over other models when they m: charge move. BB Fay models move over terrain (including BUILDINGS] other model when they make a charge move. i averRWATCH FIGHT poe-— battlefield bere anv. Biood SPU comens neste eee Buses re the player whose turn i Pa gible unit from thei ar rf ible unit is one th: yor made a charBe is BY oe unis toast wit the Fight pha Nault shave ought the opresing fem ant inabed its Consolidation move fri fou nits now qualify a8 such =the ee ‘Once all eligible units have fe ag | fight with: wer progress to the Morale phase in Starting with your opponent, alternate fight with. BB When a unit fight then it consolidates. Im Fone player has no more units left to fight with, then fights with their remaining units, one at 2 Once all units have fought, progress to the ior sie 0 sit piles in, then it ma} GING UNITS FIGHT First urease achat model. A model that is already rab may ype of move in unit coherency (pg 198), Unit up to 3 ile-in move hing an enemy mo ember that a unit must ‘Move up to 3”. closer to the closest enemy model ‘CLOSE COMBAT ATTACKS sit makes its close combat attacks, before resolving those attacks determine which models can fight and how rnany attache they select the target unit(s) for all he sta0) re what melee weapons those Fight .dlose combat attacks, oni yent Range (pg 198) 0° er model from their own ske a number of attacks. You make one hit see Making Attacks, page 220). el 7 sezmined by its Attacks (A) heet. For example, if must first selec Select Taree ny tacks 90 efor you FeAl. Attacks made P) y target en mit decay, nar performed a Heroic Intervention thi junit, an attacking model must cith, 4. See i ihat unit, or within "4" of another me eet Rain ie that enemy Un unit th ia model et the came target OF me attack, it can make 1 make more than one at all of then pcan api ther between different enerny n° neimore than one model cach model cy, Si ent targets In ether cise, dene attacks a {which unit(s) before any attacks are resoiveg. racks will target fore moving aot the attacks against one target bee 1 Onto the nex, dr ere are no viable targets (because all enemy units are beyong puri can stil consolidate (See opposite). at atta, “ii rthe attacking unit made a charge move this turn, its modes, only target unitsit declared a charge against this turn, or uns” that performed a Heroic Intervention this turn. “Bh Select targets forall attacks, before any attacks are reso\v24 | fa unit targets multiple units, all attacks against one u: : vst resolved before resolving attacks against the next, clee elis Lon no: ped or if it cannot make an attack with « with, then that model makes its he acks using AP oD De 4 lee weapon, select which it will use before § more than one melee weapon antl can hem between these weapons however you ing made with which weapons befare weapon has more than one profile lust declare which profile is being made with such a weapon can be in one melee weapon against tics profiles, then aft eapons you must, ifary are also being used a easalving any ready touching an enemy model f already tous cannot move, bu soli mber that a unit must fin " Geni it must finish any type nit coherency (Pg 198), IE Consolidate: Move up to 3 BB Must end closer to the closest enemy model Pm itl Pa es ah teenager ee SE ke their toll. With per sore of battle take th cnstrous or the hopelessly insane .. Pes Oat 1. MORALE TESTS .g with the player whose turn is taking pl from their army that has hac start selecting 2 un . aking a Morale test for it. If no units on the battlefie| test, progress to the Unit Coherency Checks step of the A unit only needs to take one Morale test in each phas. finished taking Morale tests for all the units from their a had models destroyed this turn, the opposing player tt remaining Morale tests, one at a time. Once all Moral (ifany), progress to the Unit Coherency Checks ste IM Players alternate taking Morale tests for units éro that have suffered casualties this turn M Ifone player has no more units left to take Moral Opponent then takes Morale tests for their remain atime. B Once all units have taken Morale tests, pro; Coherency Checks step (see opposite} = MORALE TESTS Morale tet, rll one De and ad Bp iar born dotiorcd tastes est Leadership (Ua) character Bear nd nothing else happens. An Morale tes, irrespective of of a om the ta oor ete nit, the Morale test hy : Of 1 also always rev a . For example: in the Morale phase, Stu needs to take a Morale tes for his unit of Skitait Rangers. This unit started the Attrition tests forth which model from your unit flees hy founts as having een destroyed, but Ted by a Ranger Aipha, with a Leadership characteristic of ited when a model is EH dnnoattsertaimyeswecesarmmetenm || nt Mat i Morale test exceeds units Ld, one model nees and oy Pee ee | | testis faited and one model in the unit flees and is removed. Stu now needs fo take Combat Altrition tests for the remaining four models in his unit. St rolls @1,a2,a5 anda6. As the unit COMBAT ATTRITION TESTS Fs unit fails a Morale test, then afer the first model has fle Seances seine -atrength (pg 201): for each result of 1, one additional mode! fees that unat. "You decide which models from your unit flee ~ those models are removed ‘rom play and count as having been destroyed, but they never tigges any ‘rales that are used when a model is destroyed. - on tests: Roll one 06 for each = 1, one additional model flees. from Combat Attrition tests if uni COHERENCY CHECKS must now remove models, one at atime, from any ofthe 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 ‘odels removed count as having been destroyed, but they ‘that are used when a model is destroyed. Models ‘do not cause their unit to take another Morale test. qu must first s@l0ct 8 Mission. The 100, You Ion started quickly. Others can reo get the acto ‘ bes Inet is 1402! (Oe a or own creation. Ifyou and yo, mer 40.0 worham’ jou could play * Pio, and the winner decides: y st roll of ener 3, Create the B reate the Battlefield 10NS Ee INSTRUCTIONS Bach missiON im oa j He ie pueliytsetide wil leo tnetruct | : il provide deta j up. Other . | ster Armies hatsize the guidelines on pages 19 j 1. Muster il guide players on aur battlefield. If you a 7 muster, and may ine isa different size or sh er rules that could affect ewe YOU need to adjust di nd | jour armies deployment zones, obje i terrain features, in an | 2.Read Mission Briefing Fach mision has description fe 4, Deploy Forces he battle, and w! (this wil tell sa de ircumstances oft mmission’ Primary ¢ s iM jw to secure vieor)-Some miei ne or more special rules < abilities that zone), and will list any restr to setting up. Each mission inclu: ee shows where each player ea: in their army (called the a Ira lo include 0 | These cover unique situations, 0 | can be used in the battle. 5. Determine First Turn Each mission will tell you h which player has the fi 6. Resolve Pre-battle Ru Players should now resolve their army has (if any) ?. Begin the Battle ‘The first battle round begins. Players continu to resolve battle rounds until the bat 8. Ending the Battle Each mission will tell you v ends. ‘This will typically b of battle rounds have been completed, or when one player has achieved a certain victory condition. hen the battle after a set number 9. Determine Victor Each mission will tell you what you need ‘0 do in order to win the game. If neither play Manages to achieve a victory then the g2 considered to be a draw, one OBJECTIVE MARKERS. Bee serne mate etc these sides are atternpring te lermpting setting objective markers up on the b gies E centred on the point specified by the min ay Place th toand from objective markers, aways io, SME" Measari Fer aba | gntes otherwise noted a player contro Y ols an ob models within range of it than their ops tavonly be counted towards controling one Sicivemutin ge Rgremarker you must select which one they areenere ne unis and units with the Fortifications Datlehelt ae ieanrol objective markers ~ exclude these units when ne player | controls an objective marker. cure Vective marker while they if ker controlled by player with roost and Fortifications cannot contro! i ‘The locations of objec: the battlefield are typ. deployment map of the mission played, and are represe: to the left by the icon ability called Objective Secured. A player controlsan ‘models with this ability within range of even if there are more enemy models within range ‘fan enemy model within range ofan objective (or asimilar ability, then the objective marker shhas the most models within range ofthat tive marker if any of MISSION ONLY WA 2. MISSION BRIEFING e A oe you and your ae on on | ema teaches 20 Senden ot 4nd irae i a ee i aan any mode fi ] you wish. Itis up tot Miri aris willbe ‘opposing force bent upon your desir Destroy the enemy arm sites litered across the battlefield wi stopping your foe from doing likewise he players aes Ho here is no reason i | reed to be the same size, ae ares ee iene issn Objectives: ecto tis now this is your Hist pow arhanmer 4.00, we recommend sy payer abs a eal andl of wits ; Sebel gives rough guide of how log the bite should take based onthe sizeof the BadiGontrol Kt the end of jes used; pote tat thisis the combined Capture a AB of Pere cezsn ofbetn yoursnd your players Command phase, the player whose orponen turn itis scores I vietory point for ea: a objective marker they currently contec! (so. below for details ofhow to set up Objec Markers), Players control objective mai. ssidescribed on paxe 237. In addition CA player controls more objective marie their opponent does atthe end of th they score 1 bonus victory point. 3. CREATE THE BATTLEF): ‘The players now create the battlefe! ‘ up terrain features using the guid ages 198-199. The minimum size of battlefield depends on the battle size selected, as shown in the table below Slay the Warlord: A player scores | point ifthe enemy WARLORO is dest. end of the battle. Upto2 hours Upto 3hours Dream BATTLEFIELD SIZE (Winimum Combat Pavolncursion wan | Strike Force 44'x60" oer ‘The players must then alternate setting up Objective markers on the battlefield, starting vith whichever player wins a roll-off (pg 01), until a total of four have been placed. }éctive markers cannot be placed within battlefield edge, or within 9" of any ctive markers, pePLoy FORCES 4 ' units with abilities tha Be ces up ater bah armies gw ther the players must roll off ae deployed: the wwe been set up and jer all other units have b P g up these units, starting with Player A nen DETERMINE Firs 5. RESOLVE pp ?. BEE IN THE BATTLE THE BATTLE Th 9. DETERMINE VicTOR If, at the end of thet been destroyed, the pl . opposing army is the vie Player with the most Centre of Battlefield RE-BATTLE R TURN Peetu roo sofeld 28p3 piayomea a2! G AN ARMY BUILD IN INGS AND POINTS WER RATINGS eet, and itis meg, idea of how mie models can be equi tatablish the comparative st | ld ithasa Power Rating listed very unit hast Myattlfield. They are designed to give player. its elicaey ft nty a unit is on the battlefield, irrespective of ipped with. They can therefore be used rrength of each army Hints ond Tips Power Levels VS. eee atyon whether or not tomas Rating can be increase ifaddiional models are ade the sou arma using oer Level OF Cecunallyifoter options ar taken for the unit (sch 5 iy , cares SS th jump packs) ~ neither case the units datasheet will make Sr Per Rating listed at the top of the datasheet is increased as 3 resu to be used primarily with Power Levels ~ as they are often the quickest im Power Rating: Quick measure of a unit's efficacy ‘method by which you can get ar army together ready to play - while ‘matched play games are intended 10 UNDERSTRENGTH UNITS etsed primarily with «points limit ee te cies ‘you may find that you do not have enough models ala ina deep et | inimum-sled unt ifthis isthe case you can still include on, eet that type in your army with as many models as you have availa Theres however relationship Known asan Understrength unit, The Power Rating of an Unc: between Power Ratings and points unitis the sameas if you had a minimum-sized unit, even tho: i sales a unit with a high Power fewer models Rating will also have a high points value. Asa result, tis perfectly legitimate to play a matched play BL Understrength unit: A unit that starts the battle with few game using a pre-set Power Level models than a minimum-sized unit. instead ofa points limit i that’s what i: ‘same Power Rating as a minimum-sized unit, ‘You want to do. Likewise, if you ft igh 1 use a points limit (or just POWER LEVEL A Power Level isa guide to how large and powerful an army is, with a high Power Level is more powerful than one with a low el. You can calculate the Power Level of an army by adding up the rer Ratings of every unit contained within it. Points values) ina narrative game or pen play game, then you can. We recommend both players use the same Method as each other, but as long as {You both are, you can decide tnch ‘method you prefer to use, NTS VALUES REINFORCEMENT POINTS, youto add SFA ey fer a greater degree of graruian ur ary uring Saja ang per he pi value see Series ptt vec Pe ipat ah Certain tems of waryear aan nant eins ant pins va sped y is Giaiasa link longer to Work out exch wenn pes SM todiferentate between two similar squads ny replace units a. If dest set aside « in order to Points. Each time a unit is added to your army during the battle, subtract the of that unit from yor Reinforcement points. if there are not enough points in your ool to pay for the unit, you CHAMPIONS jts are led by a champion of some kind, such as a Sergeant. Ui Was often have better characteristics and access to diferent wanna ons. Unless noted otherwise, unit champion models have the a ralue as other models in their unit, must eithe that uni its minimum wi ion: The leader of a unit. oints value as any other model in thei RENGTH UNITS ‘includes any Understrength units, the t nly reflect the models you actually have (« paints, Reinforcement Points: Difference between points limit and the total points value of all Units in your army. BE When a unit is added to your army during a battle, reduce your Reinforcement points, by the points value of ‘the new unit. Adding models to existing units doesnot cost lative power can also be described with a points : I is limit, the larger and more ‘will first need to agree with the case. You will then “army, and make ORUEYV eres ne Tau to the warbs vow you can Org ceive a Battle-forge that is not Battle-forged is knows 05). An arm: | Battle-forged army: An army or | in Detachments. — | Unbound army: An army that is not Ba BB Battle-forged armies have a pool of Comma: ies do not Unbound armies Bh | m Battle-forged armies receive a Battle-forge: | turn (pg 205) | | COMMAND POINTS | ‘The starting number of CPs each player starts with fc army depends on the size of the battle you are pl in the mission pack that is being played, but if one is no: | mission pack, use the following table. Note that the to | on the combined power of all the models used in th bat Power Level of both your and your opponent's armies) that uses points values, then the points limit is the Side. You can find out more about points values and points li maxim: UPN BATTLE SIZE TOTAL POWER LEVEL POINTS LIMIT COMMAND P Combat Patrol Up to 50 Up to S00 3 Incursion 51-400 501.1000 6 Strike Force 101-200 1001-2000 12 Onslaught e 2001-3000 18 : AND REFUNDING ComMawy « Fann m0 SEMIN Cnn Bitar dose Sttetngen or reer ce r Be ctunded a wider Crecicn” ~ aed Ps that are spent rca Be earn before the battle or at th Pod ont heer Sn Mayer gains atthe sart of their 8 not app ! Sassen miso ca a ee a : mr phase. instruct pa eve Siemans ' me ! gain or refund more than 1.CP per : | gain or refund CPs used before batuc un |e pattesforged CP bonus and CPs gained at stare of cre bate round tart of Command phas # Cpecatrles are exempt from this im faction is important when building a Batle-orge Biiefeptre alunite included in them ween ean Army below). sta unit belongs to will be listed in the Factior \ | Forexampte: An intercessor Squad has the \wrenvuw and Aoerrus AstaRtes keywort d by Faction keywo: i eas te eke n te Imperium Faction, ot hey must all be from the Adept alc wiions BE RTEICATIONS \ cannot be a unit inthis Detachment. = ‘Command Benefits: +1 Command point if every unit in this Detachment is from the same Faction and that Faction is the same as your WaRLono’s Detachment, AUXILIARY SUPP\ c pest sida) Gre ss . COMMAND COST: 2CP randomly. If you choose to ‘rules then write ‘random’ on 4. vat ran our ary. at al Baan RT EPS how mari mmodete are each UP 2. hat weapons and wargea the modelaingaehunt aft rionea wh 3. the Pomet Rating and pointe value ofeach Unit the ott = or Teauiredyosar long» gare thats using pants th: 4. neywords.psyenic powers, Ward Tas and 068 «fa unit has any keywords tat mute case By yo» ‘haan oF Cnas>, LEGION, 1s scores 5 Player A Battlefield Eage Centreof Battiefield! aoe SUT ETERNAL WAR ~ INCURSio IN cENTRE GROUND wis 3s0' BRIEFING NOARY OBJEC N Battlefield ——o ie | cone . eta a |ON ETERNAL WAR — INCURS! FORWARD Bei eeceer. ission BRIEFING | pevcnWvE PLAYER YS MARKER VICTORY Points INCURSION Centre af | eatuetiela z Oe Pe cula Py PRIMARY OBJECTIVES ike and Held (Progressive) tt Stereo th * edge it counts as being he end of ‘our rr Centre of Battlefield TERNAL WAR ~ STRIKE FORCE RETRIEVAL MISSION og T 2 2" 20° | Centre of Battlefield CeCe ee a mes Dee aa FORCE ANAL WAR ~ STRIKE FARE FRONT-LINE WARP cw Player A Battlefield Edge fra GO ee ETERNAL WAR STRIKE e THE FOUR Pp ORCE gSION BRIEFING ILLARS pRIMARY OBJECTIVES SLWON POWER ACTIONS WEtORT RAINS re canmot be scout Player A Battlefield Edge Pe aaa ETERNAL WAR — STRIKE FOR NO MAN’S LAND ETERNAL WAR ~ stp, SCORCHED Eantyy SECONDARY OBJECTIVES PRIMARY OBJECTIVES ona Peete | 8 18° NS, O——_Teenire of | Battlefield _ sTRIKE FORCE ELLIGENCE ETERNAL WAR VITAL IN tf issi0N BRIEFING SECONDARY OBJECTIVES __ Player Battlefield Edge foc Deployment Zone TERNAL WAR — ONSLAUGHT 7 INES OF BATTLE a Player ABatveiiee WAR - ONSLAUGHT ETERNAL ALL-OUT WAR Prayer yer ABatteield Edge ETERNAL WAR ~ ONS aq, PATHWAY TO GLoR ssiON , Y | | centreot Batcletield irs Cerercn

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