Dual Rule Set: Advanced rules: Evasion value (BS Chart), Reactions, Torrent of Fire, Directed wounds, Damage chart

modifiers for AP, Flyers, Ramming, Pre-Measure Advances only. Normal rules: Use “Short Distance” for all To-Hit rolls, Pre-Measure everything. Turn Sequence: 1. 2. 3. 4. 5. Prepare Movement Assault Shooting Consolidate

(1) Prepare: Player may choose to carry out these actions in any order. ◦ ◦ ◦ ◦ ◦ Psychic Powers Placing Reserves Rallying ▪ Units can Rally as long as the squad leader is alive. Joining/Leaving Units Claiming Objective Markers

(2) Movement: ◦ Advance ▪ Normal Move distance ▪ No action restrictions Surge ▪ Double Normal Move Distance ▪ Allowed Actions: Close-Combat / Consolidation / Psychic Powers / Reactions Fleet ▪ Triple Normal Move Distance ▪ Allowed Actions: Close-Combat Flat-out ▪ Triple Normal Move Distance ▪ Allowed Actions: Reactions Movement Through Terrain: If a unit pass through difficult terrain, it can only Advance. No unit can ever go flat out or fleet through terrain. Unit types: ▪ Infantry: 6” ▪ Beasts/Cavalry: 8”, fleet (1) ▪ Jump infantry: 8”, ignore terrain* ▪ Jet pack infantry: 6”, ignore terrain*, 6” move in consolidation phase ▪ Jetbikes: 10”, ignore terrain*, flat out ▪ Bikes: 8”, flat out, cannot force surge ▪ Vehicles: 6” ▪ Fast vehicles: 6”, flat out ▪ Fast skimmer: 8”, flat out ▪ Walker: 6”, treat terrain like infantry * as long as they don’t start or end in terrain

Can’t surge if there is another reason for the restriction to advance movement than terrain. Charge by chance: ▪ Units maybe forced to perform a charge in another phase than the movement phase ▪ Both sides Pile in. ◦ At the end of the pile in move. IC are unit of their own in close combat . the unit still can only advance. (3) Assault: Engaged model: A model that is in base to base contact with enemy model is called engaged. Priority: ◦ Must move as many models as possible in base contact with locked enemy unit. terrain is treated as dangerous terrain. every unit can try to surge through. Pile in after charge: Charging units make Pile In move. ▪ Immobile: counts as stationary. ▪ No further pile in moves occur before the fighting. ▪ In the assault phase. than the defending unit makes a Pile in Move. So if you have a long queue of models that are all in base to base contact and the first is in contact with enemy. both unit pile in before trading blows. ▪ No side counts as attacker or being in terrain. Pile In Move: Consolidation move. every unengaged IC is placed in contact with engaged model of enemy’s choosing. automatically pass this I-test. If the unit fails an I-test. ▪ Charging units can make a forced surge ▪ A unit can charge more than one unit. If the I-test is failed. If engaged with more than one unit. During a charge. but must stay in coherency. Attacking: ◦ ◦ ◦ All engaged models can attack. Exceptions to Movement Speed ▪ In close combat : counts as stationary. Tanks cannot force surge (except during a ram). units. ▪ Combat is fought in the next assault phase. (???) Attacking through terrain (Forced Surge): Units can surge through terrain if they are allowed to go flat out outside terrain this turn. Majority WS is used.Charging: ▪ Ignores '1” of enemy models' rule. decide which to attack. the defending unit can claim to be in terrain. ▪ Falling back: counts as moving. then all models are engaged. ◦ The rest of the models must move as near as possible to engaged models. ▪ If any model moved through terrain. that have passed their I-test for the fleet movement. 6”. A model that is in contact with friendly engaged model is also called engaged. ▪ The units in contact are now locked. in the assault phase. ▪ No side can use grenades.

Initiative order: Charging an existing combat causes you to Always Strike First. Charging a unit in terrain: Attackers strike at I1. this attacks are Rending (2) and Gets Hot! wounds count against combat resolution. but every model in base to base contact may make a single attack against unit. Always strike first: Strikes before I10. The unit counts as being stationary. Pistols: Model can use pistol as additional close combat weapon or use its Strength in close combat. Sweeping Advance: <see 5ED book> + Unmodified I of squad leader is used. if failed. make a 3” consolidation move. to the two outermost models in the target unit. Assault weapon: Grant +1 attack when used with a normal close combat weapon. but if such a unit is even partially in the fire corridor. If pistol is AP 1. the unit is in cover. it can make one attack against each unit. order is chosen by the player who’s turn it is. If 50% or more models are invisible or partially invisible due to cover or vehicles or monstrous creatures. Units that are no longer locked and not falling back. If both” Strike at normal Initiative.2 or 3. if a model is in base to base contact with several Fearless units that failed their test. When on charge make full attacks. Feint: Models can attack in a lower initiative phase if they want Grenades: <see 5ED book> Resolving combat: <see 5ED book> No retreat: Fearless units (or units that stay in combat even if they fail their morale check) make normal morale checks after loosing a combat. if unit has charged. Power fist: Always Strikes Last. All other models are ignored for figuring cover saves. (4) Shooting: Cover saves: Fire corridor is measured from squad leader. Always strike last: Strikes after I1. other wise get 1 attack. Pile in after combat: All locked units make Pile In moves. wounds cannot be directed. can decide nonetheless to stay in close combat. ◦ ◦ ◦ If unit is covered mostly by fortifications or models are completely invisible: 4+ save if unit is covered mostly by vehicles or anything else: 5+ save if unit is covered mostly by vegetation: 6+ save .

To Hit chart: Short Distance: If the distance from squad leader to target is less than 12”. (5) Consolidate: Player may choose to carry out these actions in any order. the initial unit type is still used for the chart. before rolls are made instant effect: lasting effect: Suppressed. If a model moves like a different unit type. monstrous creatures when: being shot at.Brace: who: tanks. Blast (Small) and Blast (Large): Scatter 2D6” minus firing units BS. two saves for MC like IC lasting effect: Suppressed. Reactions: Models can react every time the conditions are met .Going to Ground: who: non-vehicles. you can place the small end anywhere in this distance as long is it is close to the firing model than the larger end. Template: If there is a range given in a template weapon’s profile. if not already Suppressed . ◦ ◦ ◦ ◦ ◦ ◦ Rallying ▪ Units can Rally as long as the squad leader is alive. Models can only claim a cover save if majority of unit is in terrain. before rolls are made instant effect: one weapon destroyed ignored. the firing unit can choose to use the “Short Distance” column. non-monstrous creatures when: unit is being shot at. Owning player must remove one as a casualty (ID(3)). walkers. Multiple blasts of the same weapon type from a single unit. if not already Suppressed . Consolidation Moves Jet Pack Moves Joining/Leaving Units Embarking Transports Abandon ▪ If there is a unit with more than one model with less than initial wounds. IC's and MC are ignored. use multiple barrage rules.

◦ Surged = failed on 1-3.Charge by chance: who: non-vehicles. Wound Allocation: Use Majority Toughness. must take dangerous test. ◦ Flat out = failed automatically. (ToF Treats whole unit as 1 armour group. If “In Cover”. bikes.Flying High: who: jet pack infantry. if not already Suppressed . range 12”. ◦ Walker only ever fail on 1.. jetbikes. if every model in the unit has a wound. jetbikes when: being shot at instant effect: count as being flyer for shooting. Difficult and Dangerous terrain is always IGNORED if movement is taking place outside own movement phase. Note: Multiple wound models count for as many models has wounds. opposing unit is fearless (2) and stubborn for this purpose lasting effect: . models receive a 5+ Cover Save. tank shock instant effect: charge by chance lasting effect: Terrain: In Cover: Use True Line of sight to determine cover. start over. (only once a turn) • Vehicles: Failure results in S8 hit against side armour. ignores ram if out of the way lasting effect: . entire unit may only Advance. jump infantry when: unit is being rammed or tank shocked and nearly fails morale check instant effect: on 3+ can make 6” consolidation move. In Terrain: ▪ ▪ ▪ if a unit is in or touching terrain. Roll depends on movement distance: ◦ Advanced = failed on 1. jump infantry. beginning with one chosen armour group.” If any models are in difficult terrain.Evade: who: skimmer.) 2. 1. regardless of movement. If any models move through dangerous terrain. opposing player can make 6” consolidation move with the unit lasting effect: Suppressed. . ▪ Wounding: To Wound: 5E To wound chart: Except: All “-”/”N” are replaced with 6+. resolved simultaneously. Target’s player allocate wounds to models. • Non-Vehicles: failed on 1: auto wound on unit. if every model in this group has a wound. it is considered “In Terrain. jet pack infantry. walkers when: Trapped.Return Fire: who: (disembarked) units with Overwatch when: unit is shot at the first time in the phase instant effect: unit can fire rapid fire and assault weapons with a single shot at attacking unit. start with another armour group and so on. fast non-tanks. Decide whether to use Torrent of Fire or not. use saves of owning players choice.

Of the remaining wounds non-sniper wounds. *(2): AV 12 instead. beginning with the first. owning player of the shooting unit decides which wounds are directed Torrent of Fire/Blows: if torrent of fire is used. owning player removes casualties 6. vehicle diverts its fire or non-vehicle. (3): Ignores Eternal Warrior (2).of the remaining wounds. determine which wounds are directed. (2): As (1) plus Rending(1). . from a Sniper weapon is directed. Sniper *(1): Always wounds on 3+. Instant Death: *(1): Wounds caused by double strength and other effects. 6+ cover save that is re-rollable on 1 Special Rules: Note: Versions with “*” are the default if no value is given. . (3): AV 11 instead. (2): Ignores Eternal Warrior (1). Hit & Run: Random 3D6” consolidation move. Pick an unresolved armour group. cause models to loose all wounds. No modifiers on damage chart ever.3. Tracer: Treat every target as stationary. every second wound. Pinning.every attack from an IC in close combat is a directed wound. Pinning: Must make a pinning morale check. Roll all remaining saves of this armour group. non-MC unit is in fire corridor Number of directed wounds: After allocating wounds to an armour group. casualties from directed wounds are removed by owning player of the attacking unit Wounds cannot be directed if targeted unit has Shielded USR. the targeted unit is a single armour group. 4. no invulnerable save. Lance: (1): Treat each AV >13 as 13. (2): 5+ (3): 4+ Poison/Dissolving (X+): <as 5ED book> Shooting and CC. Anti Air: Treat targeted flyer as flat out vehicle. for example: 3+ armour save. Rending: *(1): 6+ on a to wound roll and are considered AP2 or count as a power weapon + D3 extra armour penetration. . Goto 3 Directed wounds: There are directed wounds in close combat and long-range combat. every fifth wound is directed. the owning player can choose one model. it is determined if the how many and which wounds are directed as following: . Torrent of Fire is used. Feel no Pain (1). shooting player removes casualties 5. Directed wounds: roll saves for directed wounds. every second wound from a Sniper weapon beginning with the first is a directed wound. the whole unit has the same combination of armour saves During a Torrent of Fire. no wound is directed Armour group: number of model that share the same combination of saves.

(2) Ignore terrain. Blast and Template Weapons cause Instant Death (2) against swarms. (2): Immune to Instant Death(1) or (2). bikes and jetbikes: I-test successful: can make 6” move in consolidation phase (2)[Bounding Leap]: As Fleet (1). monstrous creature. Tank Hunter: as before. must roll 3D6 x 3” over distance or forfeit shooting. only negated by AP 1. (2). (3): Immune to Instant Death(1). Counter Attack: as before. if shaken or embarked. 5-6 unit moves as beast. Rage: Must always at least advance and use full distance towards enemy (for example raged infantry must at least move 6”. 2 and wounds that don’t allow armour saves. (2) 4+ (3) 3+ Fleet: (1): Infantry. or (3). deployment rules and rules in codices are temporarily lost if not every model in the unit has it. ignore this rule. Relentless: Always count as stationary for firing weapons. with no I-Test required Furious Charge: <see 5ED book> Hit & Run: <see 5ED book> Overwatch: Can react with returning fire Move through cover: *(1) I-Test to ignore terrain. Taken after a failed save. (2-3): 2D6” x 2. Acute Senses/Night Vision(1-3): Re-roll Veiled roll of equal or lower level. if decide to surge. 3-4 unit moves as jump infantry but cannot ignore terrain. can perform fleet movement. beasts. Other special rules. if successful. Sworn Brothers/Mindless Slaves: If squad leader is killed. Feel no Pain: *(1) Save wound on 5+. if it is not explicitly stated otherwise. Shielded: Wounds cannot be directed onto units with this rule. every other model in unit can assume leadership.Eternal Warrior: *(1): Immune to Instant Death(1). jet pack infantry: I-test. must move 12”). Universal Special Rules: USR's are conferred to and from all IC's attached to a unit. but it only works against tanks. Swarms: Eternal Warrior (1). . negates Furious Charge Veiled: (1): If unit targets veiled unit. can always advance during disembarkation. Random movement: Roll a D6: 1-2 unit moves as infantry. Preferred Enemy: Re-Roll failed to-hits in CC. jump infantry.

When multi-targeting. ▪ Advancing vehicles on 4+. Shaken 2. Fire one weapon. ▪ Advance: Fire one weapon. negates Preferred Enemy. If go over. it cannot force a surge. (3): +2. If unit moves through terrain. ▪ Fast and Surge: Fire one weapon. Vehicle Shooting: ▪ Stationary: Fire all weapons. Skimmer can choose to fly over terrain or go through. . Vehicles: Damage chart: 1. Vehicles and Dangerous Terrain: S8 against side on 4+ as normal.Weapons against Tanks: -2 ▪ Non-direct hit by blast on non-opened top vehicle: -3 Embarked Units: On explodes: Embarked units and models withing D6” get S3 AP. ▪ Fast and Advance: . A hit is a hit. Fast: All weapons. and all skimmers on 6+. Flat Out: If a flat out moving vehicle is immobilized (4) or wrecked (5) it blows up (6+) instead and embarked units are Pinned instead of Suppressed. Stunned 3. Explodes Modifiers: ▪ Glancing Hit: -2 ▪ AP1: <no modifiers> ▪ AP2-AP6 Weapons against Tanks: -1 ▪ AP. Stealth: (1): +1 cover save. Weapon Destroyed 4. ▪ Move 1” to 3” away in consolidate phase. Units with SaP and Fleet and/or Flat out have Relentless and Random movement instead. must take Vanish reaction if unit makes a shooting reaction. must take Vanish reaction if unit makes a shooting reaction. Can only surge if S-test is passed. no wounds can be directed. Skilled Rider/Driver/Ranger: (1) Re-roll dangerous terrain tests (2) Ignore dangerous terrain test.hit and embarked models are Suppressed. ▪ Surge: No weapon. Wrecked 6. ▪ Hit stationary vehicles automatically. Shock Troop: Always rolls a single D6” if with 18” of an enemy via deep strike. Immobilized 5. ▪ Any other speed. 5+ in the open. (2): +1. Assaulting Vehicles: ▪ No close combat resolution against non-walkers. ▪ Each weapon can fire at a separate target. must take Vanish reaction if unit makes a shooting reaction. 6+ in the open. no tank shock or ram on units in terrain.Slow and purposeful: Relentless.

every immobile result in squadron on vehicle with weapons left is weapon destroyed instead rest unchanged. Multiple embarked units: Must use different access points. no damage modifier. if tank cannot go faster than advance. as you can only advance in cover. if squad leader reaches access point. no charge advantage. cannot disembark if going flat out or if unit cannot move as fast as vehicle. stationary. Lumbering: Can only surge if roll of 4+ on D6. even if they are flat out. You cannot charge. unit is embarked. so gets a S8 on 4+. access point cannot be used. the unit cannot disembark. but only 12” regardless of weapon type. cannot ram tank can force surge through terrain. choose access points. unit can move normally from access point instead of disembarkation move. if moved not faster than advance: Can fire every turret mounted weapons in addition to normally allowed weapons. Flyers in skimmer or flyer mode and open-topped vehicles are not subject to this rule. one is squadron commander. Ramming: Now every tank shock is a ram. No disembarking or shooting from embarked unit or vehicle is possible after ramming. Consolidation move. Commander: As long as commanding vehicles exists. but still can’t go flat out through it only one turn before the movement is possible. cannot disembark at surge speed into cover. Three things can happen: (1) Tank shock through unit. Open topped: Has no further effect than that units can disembark and fire everywhere. can decide if nothing happens nothing happens as tanks passes by or unit is rolled over Rolled over: unit can attempt to stop vehicle (like death or glory) shaken units can’t try to stop.e. old allocation rules. if consists of at least two vehicles. the unit is placed on the wreck or in the crater. the unit evades headless and falls back. If check is nearly failed. advance. Trapped: If an enemy model is in base to base contact with access point of closed vehicle. i. The units that were in base to base contact with the access points must make a charge by chance on the embarked unit immediately if it can react. embarked troops are relentless Embarking: 4” move in consolidation phase in contact towards access point. If it fails. i. if the tanks presses on. If embarked units have to disembark place them as near as possible to the vehicle (wreck) or base. If not.e. unit is rolled over If check passed but not nearly failed. If every access point is blocked. a ram is a straight movement with max speed (flat out or surge). If the unit is forced to disembark because the vehicle is destroyed. counts as having moved the same distance category as vehicle. Fleeting units can advance from access point instead of making disembarkation move if vehicle advanced or surged. but can ram Non-Tanks: Only non-tanks can force surge through terrain outside of ram.Transport: Fire point: Can fire if vehicle has advanced or surged. Fails I-test automatically. if Trapped. If vehicle was stationary. no move is performed Disembarking: 4” in movement phase from any access point or base in case of flyers. surge. Skimmer: no more cover save for flat out movement Squadron: must target the same unit. If the unit is forced to disembark for another reason it is destroyed. can charge. An unit under the vehicle’s path must make a morale check. the unit gets D3 S5 hits with Rending (2) . respective unit must charge. Tanks: Cannot force surge.

(3) Ramming attack against vehicle or building or impassable terrain. Blast weapons don’t use their marker. until they are 1” away from the tank and in coherency. impassable terrain. unit is placed in crater. no surge. If immobilized. Suppressed ◦ Flyers have their own column in the to hit chart. hit is ignored . get S5 hit each. walker cannot charge by chance. movement distance is reached. use BS to hit. no commander can place one crew counter per artillery.(2) Passing interfering terrain. ◦ Flyers can always fire every weapon at a single target. afterward comes to halt. the number of attacks is the number of crew counters plus the number of artillery devices enemy attacks are resolved solely against the artillery Flyers: Can decide every round in the preparation phase: count as fast skimmer or flyer. The evading unit can perform a charge by chance on the vehicle. ◦ Flyers ignore all terrain. 1” before an unit in close combat or is stunned. AV 10 /10 /10. if vehicle isn’t stopped. ◦ If immobilized (4) or wrecked (5). immobile. even impassable. if they would be still under the vehicle they may make another 3” move and another and another. Tank ending its movement on a unit: Unit may make a 6” special move in any direction but they must try to make place for the tank. ◦ No (dis-)embarking. I as the crew. it is placed in harry reserve every time. if it can react. ◦ Must move 12” in straight line in preparation phase. S. even if it can’t outflank. flyers cannot turn as they like. BS as crew. Flyer Mode: ◦ If flyer is in reserve. always take the front AV) and subtract a modifier: -6 if ramming vehicle has surged -4 if ramming vehicle moved flat out Impassable terrain and buildings have AV 14 for this purpose and can’t be damaged Ram against walker Walkers can try to stop tank as if rolled over. no flat out. The hit is resolved against the side in contact. if marker targets another unit and touches flyer. ◦ Flyers from reserve are placed in the the preparation phase on any table edge. flyer is put back in harry reserve. if it: touches vehicle. with WS. one turn anywhere during the movement up to 90 degrees. To calculate the S. place crater. except special drops if unit has Aerial Drop special rule. building. can turn up to 45 degree at the end of the movement. but can performed in every situation even if unit is immobile or can’t perform any other action. destroyed or immobilized. ◦ Up to 18” movement. ◦ Unlike other vehicles. squadron. can decide upon arrival from reserves. moves are treated like consolidation moves. can turn up to 45 degree at the end of the movement. some can have additional crew members can remove counter to ignore a single crew shaken or stunned result can fight in cc like a walker. ◦ Must move 12” in straight line in consolidation phase. place Blast (Large) marker in random direction in 3D6”. causes S5 (against side armour). all weapons have AA rule. cannot change into skimmer mode. ◦ Embarked troops are destroyed if flyer in flyer mode is wrecked or destroyed. Artillery: Vehicle. if reaches table edge or can’t be placed at the end of the turn. take the AV in contact (if it is a tank. impact is resolved as ram. Both vehicles deal an automatic hit to the opposing vehicle.

targets suffer described effect. Monstrous Creatures: • 2D6 Armour penetration versus vehicles. Joining/Leaving: 3” move in preparation or consolidation phase. . any other unit than jump infantry. the normal leader takes over. no BS roll.◦ ◦ ◦ Barrage and ordnance weapons can fire direct. All wounds from an IC in are directed. transport unaffected. that assume leadership count as squad leader in all respects (two saves. jetpack infantry and jetbikes must re-roll hits Cannot be rammed. etc. no line of sight. if the unit entry doesn’t make clear which model it is in the first place. If one or more independent characters have joined the unit. line of sight. line of sight. radius from base edge. or he has to make a test for the unit. fire point needed. ▪ Aura: Preparation phase. no more powers this turn from this psyker. the flyer has moved over in this phase. wounds from rift powers cause ID (2). If the IC is killed. • Close combat attacks ignore armour. BS roll or scatter if blast. distance from hull. Banner/Icon/Trophy: if squad leader is killed. Standard bearers. no BS roll or scatter. no fire point needed. but the unit has no leader anymore. use the profile of the Squad leader. Every time when something is measured from the squad leader. ▪ Rift Power: Count as firing a weapon. Psychic Powers: Psychic test: morale check to use power.or icon bearer automatically becomes new squad leader. If the unit must take a characteristic test. no BS roll needed. no line of sight or BS roll. the opposing player can choose one model for this purpose. all wounds from squad leader in close combat are directed. rift and shock wave psychic powers that hit automatically. ▪ Modifying Power: Preparation phase. • Move as infantry unless stated otherwise. sustained power. icon. Close combat: in contact with base. if morale check is failed. Failed armour saves. Any other model that assumes leadership does so for performing unit actions only. standard. • Move Through Cover. Count as separate unit in assault phase. directed wounds). units in transports are unaffected. Only applies for initial squad leader. Squad leaders can take two saves. it is moved into it by the shortest distance. assumes automatically squad leadership Combat: If IC is part of an unit that is in close combat. weapons that hit automatically can’t hit flyers. then get an Invul. one of them automatically becomes new squad leader. attacks hit on 6. ▪ Shock Wave: Count as firing a weapon. psyker and joined unit are effected. only disembarked. Independent Characters: Can roll two saves at the same time. but must re-roll hits. must be disembarked. base is treated like unit in close combat Aerial Drop: Flyer with this special rule can disembark units even if in flyer mode. if psyker leaves unit. Power types: ▪ Shooting Power: Count as firing a weapon. no fire point needed. if target splits during the turn. even if twin-linked. power stays only with psyker. the psyker’s player can decide on which part the power remains. in any phase embarked jump infantry and jet pack infantry can be placed via deep strike on a point. • Do not take terrain tests chen charging. that includes shooting. Perils: <see 5ED Book> Psycher Levels: Number of psychic powers per player’s turn. Ie. but isn’t in base to base contact. can only target own models inside transport. Squad Leader: You must nominate one model of every unit to be the squad leader.

Psychic Powers. Shoot. vehicles can only voluntarily become suppressed. embarked units in a suppressed vehicle cannot shoot from fire point. Pinned: ▪ Cannot move. ▪ If forced to make another morale check: If nearly failed or failed. make consolidate moves. 25% casualties or more in the shooting phase: if failed: fall back. pinning. Lost close combat: Unchanged. Sustained Powers: If psyker is shaken or engaged in close combat. Nearly failed is if rolled higher than halved LD (rounding up) but below or equal to Ld. only one block attempt per power. but also be nearly failed. Passive Powers: No need for psychic test. Force Surge. they cannot Surge or Charge. Nearly Failed: In some situations a morale check can not only be failed or passed. ▪ Infantry. unit is Pinned. ▪ If forced to make another morale check: If nearly failed or failed. ▪ Infantry. ▪ If charged: Looses suppressed status immediately. don’t work if unit ‘can’t perform any action’ Resonating Powers: Can stack with themselves and others. (vehicles fail their T-test automatically). modifiers are applied before halving. Checks due to other fleeing unit are gone. cannot use another power this turn. pinning test. psyker can decide which to use. Fleet. Pinning: If morale check fails. unit is Falls Back. heavy casualties. unit is Pinned. if nearly fails. but there are no more modifiers outside close combat. Force Weapon: As before. React. rallying. use psychic powers. psychic test. but cannot use defensive grenades and Counter Charge USR and gains no bonus from terrain. beasts. psychic test. on 5+ blocked. not subject to block. Five usual situations: lost close combat. swarm: Get Stealth (1) or +1 level of stealth up to 3. there is no more: “make a normal morale check”. ▪ If charged: Looses Pinned status immediately. ID(2) Witchblades: As before. Suppressed: ▪ Non-vehicle and Non-MCs: Can't Flat Out. Heavy casualties: Made in consolidation phase. casualties.Block: Psyker in normal condition in 24” of another psyker can attempt to block psychic power. even with power level 2 or more. swarms: Get Stealth (1) or +1 level of stealth up to 3. cannot ram. on 1 perils of warp attack. but result of a failed or passed roll varies from situation to situation i. ▪ Vehicles and MC: Can still React and fire a single weapon. unit is Suppressed. If they fail a T-test. if equipped with similar wargear. in addition: Force Weapon with ID(1) Unit conditions: Morale checks: roll with 2D6 against squad leaders Ld as normal. react. beasts. . power is blocked. difference in combat resolution as modifier. and are given for every situation. shoot.e. Rampant Power: If psyker uses a rampant power.

A falling back unit with squad leader can make a morale check in the preparation phase if there is no enemy unit in 6”. but must attempt to move and simultaneously end their movement not closer to any enemy unit. marker has to be more than 12” away from table edges and other markers. ▪ Immobile: Abbreviation for cannot move. The other player accepts or raises the bid. If they cannot move in the movement phase because of this they are removed from play. ◦ Charges allowed. Unit cannot react. ▪ If forced to make another morale check: Unit is destroyed. Therefore they cannot stay stationary voluntarily or charge an enemy. ▪ Shaken: Abbreviation for Suppressed. ▪ If reaches voluntarily or during their initial move the table edge: They are removed from play. Placing mission markers: 1 marker is placed as near as possible to the middle of the table. only one type of mission. but cannot end nearer to any enemy unit. even with fleet or flat out. unit is destroyed and charge is unsuccessful. The accepting player can spend the accepted amount of points in stratagems. ◦ If in 18”: 1D6” scatter. If failed. but don’t count as destroyed. hit is hit. does not apply for rallying. First Turn Bidding: Before the game starts roll off. If successful the unit can act normally. starting with the player that goes first. the unit is not destroyed. A falling back unit can embark into a vehicle and rallies immediately. ▪ They can perform consolidation moves. Rallying: Suppressed and Pinned units automatically recover in the consolidation phase of their next player’s turn. Special Deployment/Reserves: Scout: 12” move before the game after infiltrators are placed. on 1-2 from other side Deep Strike: ◦ Mishap table as before. ▪ If charged: If charging model reaches the unit. ◦ If in 6” of enemy unit: 3D6” scatter. The 3” movement can be towards enemies as long as it end inside the vehicle. . ◦ May only advance on turn of arrival. ▪ Can act in subsequent turn as normal. ◦ If in 12” of enemy unit: : 2D6” scatter. hit is hit. cannot make consolidation moves. Count as Advancing. This continues until someone accepts. use arrow on hit symbol. THE GAME: Mission rules: 3 old types of placement. 4 markers are placed in turn. Pinned. count as veiled (2) as long as they make no voluntary action Outflank: nominate side. cannot react. on 3+ comes from there. Falling Back. The winner bids a number of strategic points.Falling Back: ▪ Unit immediately makes consolidation move towards own table edge with surge distance. Sequence: place terrain -> decide type of placement -> place mission markers -> decide first turn -> choose stratagems -> put units in reserve ->deploy remaining units -> deploy infiltrating units -> make scout moves. count as having surged for purposes of shooting. place squad leader. outflank Infiltrator: can be placed anywhere outside 18” of enemy models. ◦ If Over 18”: No scatter.

Reserves: Unit(s). For every harrying unit that is in reserve in the enemy’s preparation phase. 3. you control the marker and recieve 3 victory points. there are two ways: claim a kill. place them near the table. but the unit has to start inside the transport and IC has to be in the unit. Harry: Nominate any number of outflanking units to harry. Every squad's initial leader that is killed is a kill. Flank Guard: Nominate half (rounding down) of the remaining units to arrive in turn 2. and from turn 3 on on 2+. Units arriving from reserves are placed in the preparation phase in base to base contact with table edge (if not deep striking). . you hold a marker and you receive 2 victory points. Embarked units only count if transport is open-topped. you can make the enemy reroll one reserve roll. In preparation phase: Harrying units arrive on 4+ from turn 2 on. You hold a marker: If you don’t control it. placed back in reserves. claim a mission marker at the end of the game turn: Claim Kill: Every destroyed Tank (not vehicle). You control a marker: If there is one of your scoring units within 3” of the marker and no enemy scoring unit is within 3”. if there is not enough space. facing the enemy’s table edge. Place them near the table. facing the small table edge. The first player checks one last time at the end of the game. Monstrous Creature or Independent Character is a kill. Every kills gives one victory point. Rear Guard: The rest arrives in turn 3. Flank Guard: From turn 2 on: arrives on 2+. When you put an unit in reserve you have to decide upon a deployment method: 1. and there is one of your non-scoring. facing your own table edge. Place them near the table. Claim Marker: Starting in the preparation phase of the second player's preparation phase of turn 2. Walker. All remaining reserves are arriving on turn 6 automatically. Units can use special deployment options of the vehicle but not vice versa. Victory Points: Both armies can collect victory points throughout the game. 2. Game length: Always 6 turns. Rear Guard: Arrives in turn 2 on 1. their transport and joined IC count as one unit for all reserve related purposes. Vehicles and shaken units are completely ignored. non-vehicle units within 3” and no enemy unit within 3”.

[1] Nerves of Steel: Own units use Ld 10 for pinning morale checks. [2] Mine Field: Makes one piece of terrain for every full 750 points dangerous. [6] Uneven Terrain: All enemy units count as being in difficult terrain in their first turn [6] Veiled: All own units count as Veiled (2) in turn one [6] Delayed Reinforcements: Enemy rear guard and flank guard units roll like harrying units for their arrival [12] Pitch black: Night fighting with Veil (2) during the whole game [12] Skilled Gunmen: All your units weapons fired in 6” range count as twin-linked. [4] Blitzkrieg: All own units count as having surged or moved flat out before the game. Fearless (1). [1] Out Manoeuvre: Can re-roll one outflanking roll and one deep striking scatter roll per turn. [2] Seasoned Veterans: One unit for every full 1500 points can get one of the following USR: Tank Hunter. [1] Turret: Can place an automated turret. once per game one roll may be re-rolled. every unit can decide upon arrival which deployment method it uses: deep strike. this cannot be the steal the initiative roll.Stratagems: Strategic points from the first turn bidding may be spent on these stratagems. one unit for every full 1500 points per turn can change its deployment method to one it cannot normally be deployed with. Each stratagem may only be chosen once. psykers block on 4+. [2] Overwatch: Units of both forces that are holding or controlling mission marker have Overwatch USR [3] Special Ops: Can make one non-vehicle unit upon deployment scoring [3] Minor Warp Quake: Enemy deep striking units must subtract 6” from distance to enemy to see how they scatter. normal reserve or outflank. Relentless. [2] Anti-Air: All weapons of one unit for every full 750 points have the Anti Air and Tracer rule [4] Forward Intelligence: You can switch units from rear guard to flank guard until you roll the first reserve roll. Immobile BS 3 10/10/10 is equipped with twin-linked weapon. Shielded. [1] Dusk/Dawn: The first or last game turn is night fighting. [1] Psychic Shield: Can block every psychic power on 6+ even if no psyker in 24”. on 6 you go first. [12] Rotten Luck: enemy must re-roll successful cover saves . Preferred Enemy. [1] Steal the initiative: if going second. For each unspent point. May select one weapon that an infantry model from FOC Troop can be equipped with. roll at the start of the game a D6. [4] Assault Grenades: All your units are equipped with offensive grenades. [2] All or Nothing: Decide during deployment if rear or flank guard: roll a single reserve roll for all units in chosen guard.

Rules for games with predetermined strategy points for both players. warp gate. you have your own mission . hell rivers. orbital landing platform. streets. reinforced buildings Special terrain: ruins. super heavy vehicles (not much changed.Narratives rules: Optional rules: apocalyptic weapons. New victory conditions. victory condition. optional rules. Highly modular: you can mix deployment rule. number of strategy points to spent and special terrain: voila. available stratagem sets. formations. deathworld mangroves. Three sets of additional stratagems: fortifications. deployment options. habitat block. but rules for damaged super heavies for small games). sand pit. mostly taken from mission expansion. New deployment types.

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