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COMMAND Both players gain 1CP

Resolve any relevant rules


1. COMMAND
2. BATTLE-SHOCK If unit below half-strength:
• Battle-shock test: Pass if
2D6 ≥ Ld. If fail, unit battle-
shocked. See next page.

MOVEMENT
Move: Up to M
1. MOVE UNITS
Advance: M + D6, cannot shoot or charge
2. REINFORCEMENTS
Fall Back: Up to M, cannot shoot or charge. If model
moves over enemy models → Desperate Escape test

Measure horizontal distance. See rules for full details.


Counts as having made a normal move.
SHOOTING
1. SELECT UNIT 1. Hit Roll: Hit if D6 ≥ BS.
2. SELECT TARGET(S) Unmodified 6 always succeeds, 1 always fails
3. MAKE ATTACKS 2. Wound Roll: Roll D6, see Wound Roll table.
4. REPEAT Unmodified 6 always succeeds, 1 always fails
3. Allocate Attack: Opponent allocates
4. Saving Throw: Opponent rolls: Save if D6 - |AP| ≥ Sv
5. Inflict Damage: Weapon D
CHARGE
Pass if 2D6 ≥ distance to
1. SELECT UNIT target’s Engagement Range
2. SELECT TARGET(S) Attacker S
3. MAKE CHARGE ROLL • Gain temporary Fights First vs. Pass if
4. MAKE CHARGE MOVE ability until the end of turn Target T D6 ≥
5. REPEAT • Must move base-to-base S ≥ 2×T 2
with enemy if possible.
S>T 3
S=T 4
FIGHT
Move up to 3”. Must move T>S 5
1. SELECT UNIT base-to-base with enemy if T ≥ 2×S 6
2. PILE IN possible. See full rules for
3. SELECT WEAPON specifics.
4. SELECT TARGETS
5. MAKE ATTACKS
6. CONSOLIDATE 1. Hit Roll: Hit if D6 ≥ WS
7. REPEAT Unmodified 6 always succeeds, 1 always fails
2. Wound Roll: Roll D6, see Wound Roll table.
Unmodified 6 always succeeds, 1 always fails
Fight order (in two steps):
3. Allocate Attack: Opponent allocates
1. Units with Fights First ability only
4. Saving Throw: Opponent rolls: Save if D6 - |AP| ≥ Sv
2. Remaining units
5. Inflict Damage: Weapon D
Both players fight in turns, with opponent
starting in each step if possible
Made by oki_paints (hereticusmaximus)
WEAPON ABILITIES: Battle-shocked:
• Anti-KEYWORD ‘x+’: Unmodified Wound Roll of • OC = 0
‘x+’ against KEYWORD gives Critical Wound • Fall Back → Desperate Escape test for
• Assault: Can shoot even if Advanced every model
• Blast: Add 1 to A for every five models in the • Cannot be affected by friendly Stratagems
target unit. Cannot attack if friendly units • Lasts until your next Command Phase
withing Engagement Range of the target
• Devastating Wounds: No saving throws can be
made against Critical Wounds (unmodified 6) Desperate Escape test:
• Extra Attacks: Can attack with this weapon in 1. Roll D6 for each model making the
addition to any other weapon(s) Desperate Escape. On 1-2, one model is
• Hazardous: After attack, make Hazardous test destroyed (selected by you).
(see right panel)
• Heavy: Add 1 to Hit Roll if bearer Remained Hazardous test:
Stationary 1. Roll D6, if 1, destroy one model with
• Ignores Cover: Target cannot have Benefit of Hazardous weapon.
Cover • If Character, Monster or Vehicle,
• Indirect Fire: Can target units not visible to the suffer 3 mortal Wounds instead
attacker. If target not visible, -1 to Hit Roll and
the Benefit of Cover against the attack
• Lance: If bearer made a Charge move, add 1 to
Wound Roll
• Lethal Hits: Critical Hit automatically Wounds Quick reference:
• Melta ‘x’: Increase D by ‘x’ when target withing • Benefit of Cover: Add 1 to armour saving
half range throws (ranged attacks only).
• Pistol: Can shoot even when within Engagement • Not cumulative. Does not apply
Range. for models with Sv 3+ or better,
• Precision: Attacker can allocate attack to a when attack’s AP = 0
Character model in an Attached unit. • Stealth: -1 to Hit Roll against this unit
• Rapid Fire ‘x’: Increase A by ‘x’ when Target unit (ranged attacks only)
within half range • Big Guns Never Tire: Vehicles and
• Sustained Hits ‘x’: Each Critical Hit (unmodified Monsters can shoot, and be shot at,
6) gives ‘x’ additional hits when in melee. Ranged attacks by or
• Torrent: Hits automatically against such units suffer -1 to Hit Roll
• Twin-Linked: Can re-roll Wound Roll (unless Pistol).

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