persuaded my source to give me more (some would say: everything there is ), the following is copy and pasted from

hour long icq sessions, so there might be some missing bits, but most of the time, nothing has changed. we all know what unit coherency is, these are not actual rule texts but answers for my questions about the rules I tried to arrange all fragments in proper order and corrected grammar, but most kudos go to my friend for being helpful while being annoyed of GW >>>>>>>>>>>>>>>>> As I am done with GW forever. I love the miniatures, I like the new rules (been pretty enthusiastic about it), but I hate the company, that makes them. If you knew what I know you would feel the same. GW doesn’t care for their customers one bit. The whole corporal culture is cynical as hell. The managers despise the hobby and all immatures who play it. There is a huge rift in the management and most of the executives that actually play the game have left or are leaving the company right now. Layout Pretty crisp and clean on odd pages there is the normal rule text with examples, on even pages there are the usual diagrams and charts, and small boxes with definitions Lots of rules that were formerly explained within the text, are now only summarized in the text, the full rules are given in these boxes, you can read the rules text very fast without much detail, there are some boxes that have a name of a rule, but are empty otherwise. I guess that there should be page references to later pages, for example in the terrain rules, there is Torrent of Fire mentioned, the rule is explained much later (in a box), there is an empty box in the terrain section that reads Torrent of Fire however So you have both: clear rules veterans and easy reading for first-timers But it seems that there is not much space left for pictures, though :( Fundamentals: characteristic tests as normal, if unit must make test, it is made by squad leader vehicles fail every test automatically if they don’t have the value test on ld is made with single D6 on halved value, vehicles pass these tests automatically Majority characteristic: characteristic-value with most wounds in unit, if draw, use the higher Keep track on: wounds movement distance morale condition everything else can be forgotten between actions Saves: 4 kind of changes: armour save, cover save, invulnerable save, Feel no Pain no model can ever make more than two saves or one re-rollable save normal models can only make one roll or one re-rollable roll Situation where two rolls are eligible: - one of the saves is FnP - model is character - model is bracing Feel no Pain (1-3): save on 5+,4+,3+, only negated by AP 1, 2 and wounds that don’t allow armour saves, the only save that every model and not only ICs may take in addition to another save Actions The rules make really clear what an unit can do and what not. There is an own chapter for the basic concepts. Every special rule has only to state: can do x, y, z and it is perfectly clear that the unit can still a, b and c

if not already Suppressed . walkers when: Trapped.movement: movement in movement phase. fleet. range 12”. being in terrain is important for movement and assaults to decide if a model is in cover. sometimes only special types of movement are allowed: advance.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.Actions: . bikes. cover is usually used for shooting. has to be mentioned explicitly . if not already Suppressed . monstrous creatures when: being shot at.psychic powers .residual actions: any other action. you use true line of sight. for example popping smoke unit is immobile: abbreviation for cannot move. to be in terrain every piece of terrain has a footprint. jump infantry. opposing unit is fearless (2) and stubborn for this purpose lasting effect: . jet pack infantry. tank shock instant effect: charge by chance lasting effect: Terrain: there are two different things: to be in cover. walkers. if an unit is this area or touches it. fast non-tanks. ignores ram if out of the way lasting effect: . before rolls are made instant effect: one weapon destroyed ignored. resolved simultaneously. make consolidation moves Reactions models can react every time the conditions are met .Evade: who: skimmer.Flying High: who: jet pack infantry. jetbikes. it is in terrain.consolidate moves: every other move.Brace: who: tanks. jump infantry when: unit is being rammed or tank shocked and nearly fails morale check instant effect: on 3+ can make 6” consolidation move.Going to Ground: who: non-vehicles. though . surge. flat out. two saves for MC like IC lasting effect: Suppressed.Reactions . non-monstrous creatures when: unit is being shot at. jetbikes when: being shot at instant effect: count as being flyer for shooting. opposing player can make 6” consolidation move with the unit lasting effect: Suppressed. charge and disembark have to be rules out explicitly . if not already Suppressed .shooting .Charge by chance: who: non-vehicles. before rolls are made instant effect: lasting effect: Suppressed. react.

vehicle gets S8 hit against side armour walker only ever fail on 1 non-vehicle units make only a single dangerous terrain test a turn. falling back. Some units can go flat out or fleet and triple their movement. doesn’t affect unit speed for being shot at if not stated otherwise Abandon: If there is more than one model with less than its initial wounds in an unit in the consolidation phase. joining/ leaving. preparation phase: psychic powers. if vehicle is stunned. rallying. than make the test. jet pack moves. move it to designated point in a straight line for every failed test. can charge. immobilized or destroyed. claiming mission markers consolidation phase: rallying. residual action allowed Flat out: movement: triple movement: only reactions allowed. ignores terrain even if performed in own movement phase. No unit can ever go flat out or fleet through . embarking. impassable. can fire heavy weapon afterwards. non-walker vehicles and bikes can’t move vertical in leveled terrain difficult and dangerous terrains are always ignored if the movement isn’t taking place in the own movement phase Preparation and consolidation phase These phases are collecting basin for all kinds of action that takes place before the movement or at the end of the turn. surged = failed on 1-3. joining/leaving. consolidate moves. reactions. Advance: normal movement: every action allowed Surge: double movement: close combat. allocated together as Torrent of Fire vehicles: roll depends on movement distance: advanced = failed on 1. or has any number of the following attributes: . consolidation moves. if a single model moves through . can move even if fired heavy weapon. the unit gets a hit non-vehicles: failed on 1: auto wound on unit. They can advance and use their normal movement or they can surge and double their movement distance. moves after combat. joining/ leaving. count as moving against shooting. Independent characters are ignored.dangerous terrain: units that move through dangerous terrain must make a test non-vehicles make dangerous terrain test for every model that has actually moved through it at the end of the phase vehicles must designate a point where they enter the terrain before the movement. vehicles every time they enter a different dangerous terrain . tank shock evasion …) and moves that are described as consolidation moves are consolidation moves cannot end in contact with enemy. flat out = failed automatically. the owning player must remove all but one as casualty ( ID(3) ). cannot forced surge If the unit goes through difficult terrain it can only advance. all units are relentless for this movement. psychic powers. placing reserves.some weapons use terrain terrain is open. use own columns on to hit chart Fleet movement: triple movement. embarking.leveled: must spend movement for vertical advancement. movement phase: Units can stay stationary or move in different speeds. killing multi-wounded units consolidation move: moves outside the movement phase (jet pack movement.difficult terrain: unit can only advance through it. The player which turn it is may choose the order of these actions freely.

all other movement restrictions apply. even a vehicle that has movement 1” can claim having moved flat out). During a charge. Tanks cannot force surge (except during a ram). the only difference between a charge and a normal movement is: models may enter 1” of enemy models. automatically pass this I-test. jump infantry. every unit can try to surge through. Can’t surge if there is another reason for the restriction to advance movement than terrain. jet pack infantry: I-test. beasts. unit must stay in coherency. no side can use grenades. bikes and jetbikes: I-test successful: can make 6” move in consolidation phase Fleet (2)/Bounding Leap: as Fleet (1). ignore terrain*. treat terrain like infantry * as long as they don’t start or end in terrain Fleet (1): infantry. in the assault phase. the combat is fought in the next assault phase and no side counts as attacker or being in terrain. no I-Test required Random movement: roll a D6: 1-2 unit moves as infantry. if successful. ignore terrain*. can be ‘overridden’ by three events outside movement phase: fighting in close combat : stationary become immobile: stationary . are subject to terrain charging units can make a forced surge an unit can charge more than one unit. Forced surge: Units can surge through terrain if they are allowed to go flat out outside terrain this turn. monstrous creature. 3-4 unit moves as jump infantry but cannot ignore terrain. ignore terrain* jet pack infantry: 6”. flat out fast skimmer: 8”. 5-6 unit moves as beast Charging: no model may enter 1” of enemy models unless it charges. Unit types: infantry: 6” beasts/cavalry: 8”. 6” move in consolidation phase jetbikes: 10”. both unit pile in before trading blows Charge by chance: sometimes units are forced to perform a charge in another phase than the movement phase. flat out. fleet (1) jump infantry: 8”. the defending unit can claim to be in terrain in the assault phase. flat out (eldar jetbike: jetbike with Fleet (2) ) bikes: 8”. cannot force surge vehicles: 6” fast vehicles: 6”. the defending unit can make a pile in move afterwards (even if it is his phase. If any model moved through terrain. units. the defending player piles in last). but must stay in coherency. terrain is treated as dangerous terrain. the charge by chance is a pile in move. cannot move closer than 1” to enemy units that are not charged The units in contact are now locked.terrain. can perform fleet movement. the unit still can only advance. only the attempted movement in the movement phase counts (other movements do not count. that have passed their I-test for the fleet movement. If the unit fails an I-test. flat out walker: 6”. consolidate moves don’t count. as if the charging and defending unit were locked but have lost contact. If the I-test is failed. can always advance during disembarkation. no further pile in moves occur before the fighting Movement distance is important for shooting.

decide whether to use Torrent of Fire or not 2. beginning with one chosen armour group. non-vehicles/MC are invisible for determining cover saves. shooting player removes casualties 5. determine which wounds are directed 4. if every model in this group has a wound. casualties from directed wounds are removed by owning player of the attacking unit Wounds cannot be directed if targeted unit has Shielded USR. beginning with the first. it is determined if the how many and which wounds are directed as following: .of the remaining wounds. wounds cannot be directed if unit is covered mostly by fortifications or models are completely invisible: 4+ save if unit is covered mostly by vegetation: 6+ save if unit is covered mostly by vehicles or anything else: 5+ save To Hit chart: . roll all remaining saves of this armour group. no invulnerable save.Of the remaining wounds on-sniper wounds. non-MC unit is in fire corridor Number of directed wounds: After allocating wounds to an armour group. pick an unresolved armour group. the whole unit has the same combination of armour saves During a Torrent of Fire.falling back: moving Wounding: To wound chart: wound everything at least on 6+ Wound Allocation (cc and shooting): hit as normal. check range and line of sight from this model cover saves: fire corridor is measured from squad leader. the owning player can choose one model. the unit is in cover. start with another armour group and so on. for example: 3+ armour save. from a Sniper weapon is directed. if every model in the unit has a wound.every attack from an IC in close combat is a directed wound. owning player of the shooting unit decides which wounds are directed Torrent of Fire/Blows: if torrent of fire is used. start over —> multiple wounds: count for allocation as as many models as wounds remain 3. wound against majority mark dice that represent special weapons and attacks or roll separately 1. Feel no Pain (1). no wound is directed Armour group: number of model that share the same combination of saves. the targeted unit is a single armour group. . owning player removes casualties 6. but if such an unit is in fire corridor. target’s player allocate wounds to models. Torrent of Fire is used. . 6+ cover save that is re-rollable on 1 Shooting: for determining if a particular model in the unit can shoot. to the two outermost models in the target unit. goto 3 Directed wounds: there are directed wounds in close combat and long-range combat. vehicle diverts its fire or non-vehicle. every fifth wound is directed. every second wound. directed wounds: roll saves for directed wounds. if 50% or more models are invisible or partial invisible due to cover or vehicles or monstrous creatures.

attacks are Rending (2) Blast (Small) and Blast (Large): scatter as before don’t use line of sight for determining cover saves. for shooting and close combat Lance (1-3): treat AV as 13. 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ …. monstrous creatures (2) short distance // moving infantry.11. Pinning. no modifiers on damage chart ever Instant Death(1): caused by double strength and other effects. jump infantry. the initial unit type is still used for the chart Assault weapon: bonus attack for second close combat weapon if unit has charged Pistols: model can use it as additional close combat weapon or use its Strength in close combat but gains no bonus for another ccw. Pinning. only in leveled terrain it is two-dimensional multiple Barrage is used every time when there comes more than one blast marker of the same type from a single shooting unit Template: if there is a range given in a template weapon’s profile you can place the small end anywhere in this distance Sniper (1): always wounds on 3+. MC. beasts // moving vehicles. beasts // swarms // flat out vehicles (4) flat out bikes (5) flyers.12. jet pack infantry. beacons (some narrative missions use beacons) (6) columns: BS 1-10 every column is: …. models get cover saves marker has infinite height. every second wound from a Sniper weapon beginning with the first is a directed wound Sniper (2): always wounds on 3+. but with seven columns from 0 till 6 (evasion value in is the same chart as the wound chart.5+. Rending (1). but is shifted up or down I give you the BS value for every column that hits on 3+: 1 // 2 // 3 // 4 // 5 // 6 // 7 if distance from squad leader to target is less than 12”. abbreviates for small chart) rows: buildings (0) stationary vehicles. if pistol is AP 1. unit can always change column to short distance column if a model moves like a different unit type. every second wound from a Sniper weapon beginning with the first is a directed wound Pinning: must make a pinning morale check Tracer: treat every target as stationary Anti Air: treat targeted flyer as flat out vehicle Rending (1-3): 6.2 or 3. D3 extra armour penetration Poison/Dissolving (X+): as before. if majority of unit is in terrain.4+ on to wound roll wound automatically and are AP2 or count as power weapon. models without Eternal Warrior (1-3) loose . jump infantry. jet pack infantry (3) moving bikes. bikes (1) stationary infantry.

than the defending unit makes a Pile in Move Attacking Every engaged model can attack. it can make one attack against each unit Sweeping Advance: normal. . every struggling. but no more -1 for under half strength 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. unmodified I of squad leader is used Pile in after combat: all locked units make Pile In moves. it strikes in normal I order charging unit in terrain: strikes at I1 Power fist: strikes always last Feint: models can attack in a lower initiative phase if they want Grenades: unchanged Resolving combat unchanged. order is chosen by the player who’s turn it is. it can decide freely. WS majority is used IC are unit of their own in close combat Initiative order: Always strike first/last: unit strikes before I1 or after I10. is not affected by I modifiers. If it is engaged with more than one unit. models without Eternal Warrior (3) loose all wounds Eternal Warrior(1-3): Immune to Instant Death of same or lower level Assault Phase: Engaged model: a model that is in base to base contact with enemy model is called engaged. if failed. if unit always strikes first and many models as possible must end the move engaged with model of unit it is locked in close combat with. make a 3” consolidation move. alls are engaged Pile In Move: consolidation of the model must move as near as possible to engaged models if it is not possible to bring a single model into contact. priorities: .all wounds Instant Death(2): models without Eternal Warrior (2-3) loose all wounds Instant Death(3): also called removed from play. the distance is increased with 3” until one model is engaged At the end of the pile in move. but every model in base to base contact may make a single attack against unit. can decide nonetheless to stay in close combat. 6”. Pile in after charge: charging units make Pile In move. units that are no longer locked and not falling back.must move as man models as possible in base contact with locked enemy unit . a model that is in contact with friendly engaged model is also called engaged. the unit counts as being stationary . still unengaged IC is placed in contact with engaged model of enemy’s choosing. 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. if a model is in base to base contact with several Fearless units that failed their test.

If no level is given.+2 on cover save. must take Vanish reaction if unit takes a shooting reaction Stealth (2-3): +1. if decide to surge.Special rules distinction between special rules and universal special rules Some USR and other special or weapon rules have more than one level. can only surge. if shaken or embarked. but if vehicle blows up (6+ on chart). units with SaP and Fleet and/or Flat out have Relentless and Random movement instead. embarked troops and models in D6” get S3 AP – hit. -2 AP – against tanks (AP 1 flat +1 gone). wounds cannot be directed wounds Slow and purposeful: Relentless. negates Furious Charge Veiled(1): if unit targets veiled unit.5+ in the open. close combat basically the same: . the rule is treated as level 1. -1 any hit except AP1 and AP – against tanks. must move 12”). must take Vanish reaction if unit takes a shooting reaction no USR: Relentless: always count as stationary for firing weapons Swarms: use the moving beasts (4) column in the chart regardless of movement or unit type. if it is not explicitly stated otherwise all USR: Preferred Enemy: as before Tank Hunter: as before. Only exception: Lance and Fearless are level 2 by default USR are always conferred to or from joined IC. 6+. if unit moves through terrain. if S-test is passed. ignores the rule Shielded: as long as one model with this rule remains in target unit. every other model in unit can assume leadership Rage: must always at least advance and use full distance towards enemy (for example raged infantry must at least move 6”. negates Preferred Enemy Shock Troop: always rolls a single D6” under 18” in a deep strike. it cannot force a surge. a hit is a hit Skilled Rider/Driver/Ranger (1): reroll dangerous terrain tests Skilled Rider/Driver/Ranger (2): ignore dangerous terrain tests Stealth (1): +1 on cover save. -3 hit by blast marker but hole not over vehicle and vehicle is not opentopped (no more halved S for blast markers) chart unchanged. if the vehicle is only wrecked they are fine if a flat out moving vehicle is immobilised (4) or wrecked (5) it blows up (6+) instead and embarked units are Pinned instead of Suppressed. other special rules not deployment rules and rules in codices are temporarily lost if not every model in the unit has it. Blast and Template Weapons cause Instant Death (2) against swarms Vehicles: damage chart: only negative modifiers: -2 glancing. must roll 3D6 x 3” over distance or forfeit shooting Veiled (2-3): 2D6” x 2 Acute Senses/Night Vision(1-3): reroll Veiled roll of equal or lower level Furious Charge: as before Hit & Run: as before Overwatch: can react with returning fire Move through cover (1): I-Test to ignore terrain Move through cover (2): ignores terrain Sworn Brothers/Mindless Slaves: if squad leader is killed. but it only works against tanks Counter Attack: as before. if vehicle blows up embarked troops are Suppressed.

no damage modifier Tanks cannot force a surge. one is squadron commander commander: as long as commanding vehicles exists. surge and fire one every weapon can target different unit. even if they are flat out.e. if squad leader reaches access point. when doing so. the unit is placed on the wreck or in the crater. every immobile result in squadron on vehicle with weapons left is weapon destroyed instead rest unchanged. surge: no weapon fast as before: advance and fire all. but only 12” regardless of weapon type. if consists of at least two vehicles. If the unit is forced to disembark because the vehicle is destroyed. but units can decide to break off and make a 3” consolidation move hit stationary vehicle automatically. but can ram AP 1 and AP – only useful against tanks Non-tanks: only non-tanks can force surge through terrain outside of ram . i. the unit cannot disembark. no charge cannot disembark if going flat out or if unit cannot move as fast as vehicle. advance: fire one. cannot disembark at surge speed into close combat resolution against non-walkers. as you can only advance in cover if vehicle was stationary. if Trapped. If every access point is blocked.e. cannot cause directed wounds. counts as having moved the same distance category as vehicle. advancing vehicle on 4+. 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 Flyers in skimmer or flyer mode and open-topped vehicles are not subject to this rule. choose access points. access point cannot be used. If not. no move is performed Disembarking: 4” in movement phase from any access point or base in case of flyers. If embarked units have to disembark place them as near as possible to the vehicle (wreck) or base Multiple embarked units: must use different access points. unit is embarked. advance. i. even with Sniper weapons Transport: Fire point: can fire if vehicle has advanced or surged. If the unit is forced to disembark for another reason it is destroyed. no charge advantage. if moved not faster than advance: can fire every turret mounted weapons in addition to normally allowed weapons open topped: has no further effect than that units can disembark and fire everywhere. can charge fleeting units can advance from access point instead of making disembarkation move if vehicle advanced or surged Trapped: if an enemy model is in base to base contact with access point of closed vehicle. old allocation rules Lumbering: can only surge if roll of 4+ on D6. at any other speed and skimmers on 6+ Shooting: stationary: fire all weapons. stationary. embarked troops are relentless Embarking: 4” move in consolidation phase in contact towards access point. unit can move normally from access point instead of disembarkation move. respective unit must charge Skimmer: no more cover save for flat out movement Squadron: must target the same unit. surge. consolidation move.

cannot ram tank can force surge through terrain. if it: touches vehicle. the unit gets D3 S5 hits with Rending (2) Ram against vehicle/building: both vehicles deal an automatic hit to the opposing vehicle the hit is resolved against the side in contact to calculate the S. ramming attack against vehicle or building or impassable terrain no disembarking or shooting from embarked unit or vehicle is possible after ramming terrain: S8 against side on 4+ as normal Skimmer can choose to fly over terrain or go through. 1” before an unit in close combat or is stunned. S. afterwards comes to halt. If go over. but can performed in every situation even if unit is immobile or can’t perform any other action the evading unit can perform a charge by chance on the vehicle. impact is resolved as ram. building. the number of attacks is the number of crew counters plus the number of artillery devices enemy attacks are resolved solely against the artillery . 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 walker can try to stop tank as if rolled over. destroyed or immobilized. no tank shock or ram on units in terrain. squadron. I as the crew. impassable terrain. moves are treated like consolidation moves. passing interfering terrain. a ram is a straight movement with max speed (flat out or surge). BS as crew. if they would be still under the vehicle they may make another 3” move and another and another. if vehicle isn’t stopped. if tank cannot go faster than advance. Tank shock: an unit under the vehicle’s path must make a morale check if it fails. immobile. so gets a S8 on 4+ Ramming: now every tank shock is a ram.fails I-test automatically. unit is rolled over If check passed but not nearly failed. with WS. no commander can place one crew counter per artillery. 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. until they are 1” away from the tank and in coherency. but still can’t go flat out through it only one turn before the movement is possible three things can happen: tank shock through unit. walker cannot charge by chance if tank would end movement on unit: may make a 6” special move in any direction but they must try to make place for the tank. 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 if the tanks presses on. take the AV in contact (if it is a tank. if it can react. the unit evades headless and is falling back If check is nearly failed. AV 10 /10 /10. movement distance is reached Artillery: vehicle.

Flyers can always fire every weapon at a single target. Squad leaders can take two saves. even impassable .must move 12” in straight line in consolidation phase. weapons that hit automatically can’t hit flyers. all wounds from squad leader in close combat are directed only applies for initial squad leader. flyers cannot turn as they like . use the profile of the Squad leader.barrage and ordnance weapons can fire direct. hit is ignored .If flyer is in reserve. standard. it is placed in harry reserve every time. one of them automatically becomes new squad leader. . the flyer has moved over in this phase IC: can roll two saves at the same time.Embarked troops are destroyed if flyer in flyer mode is wrecked or destroyed. but must re-roll hits. use BS to hit.flyers have their own column in the to hit chart. if marker targets another unit and touches flyer. place Blast (Large) marker in random direction in 3D6”. unit is placed in crater. If the unit must take a characteristic test.unlike other vehicles. flyer is put back in harry reserve. can turn up to 45 degree at the end of the movement. the normal leader takes over. no flat out. get S5 hit each. cannot change into skimmer mode . If the IC is killed. base is treated like unit in close combat Aerial Drop: flyer with this special rule can disembak units even if in flyer mode.close combat: in contact with base. any other unit than jump infantry. even if twin-linked.ignore all terrain. Banner/Icon/Trophy: if squad leader is killed. .cannot be rammed. in any phase embarked jump infantry and jet pack infantry can be placed via deep strike on a point.up to 18” movement. If immobilized.can decide every round in the preparation phase: count as fast skimmer or flyer.Flyers from reserve are place in the the preparation phase on any table edge . if the unit entry doesn’t make clear which model it is in the first place. All wounds from an IC in close combat are directed. rift and shock wave psychic powers that hit automatically . can turn up to 45 degree at the end of the movement. even if it can’t outflank . count as separate unit in assault phase for dealing damage joining: 3” move in preparation or consolidation phase. Suppressed . no (dis-)embarking.must move 12” in straight line in preparation phase.Flyers: . Blast weapons don’t use their marker. one turn anywhere during the movement up to 90 degrees . if reaches table edge or can’t be placed at the end of the turn. but isn’t in base to base contact. causes S5 (against side armour).or icon bearer automatically becomes new squad leader. it is moved into it by the shortest distance Squad Leader: You must nominate one model of every unit to be the squad leader. place crater .if immobilized (4) or wrecked (5). assumes automatically squad leadership combat: if IC is part of an unit that is in close combat. all weapons have AA rule . If one or more independent characters have joined the unit. except special drops if unit has Aerial Drop special rule . attacks hit on 6. jetpack infantry and jetbikes must re-roll hits . that includes shooting. can decide upon arrival from reserves flyer mode: .

power stays only with psyker. units in transports are unaffected block: psyker in normal condition in 24” of other psyker can attempt to block psychic power. the opposing player can choose one model for this purpose psychic powers: Psychic test: morale check to use power. pinning test. unit is Pinned. 25% casualties or more in a shooting phase: if failed: fall back Pinning: if morale check fails. no BS roll. modifiers are applied before halving. if morale check is failed.e. psychic test. only one block attempt per power passive powers: no need for psychic test. if equipped with similar wargear. no fire point needed. no BS roll needed. pinning. no line of sight.used for all kinds of things Every time when something is measured from the squad leader.aura: preparation phase. line of sight. if psyker leaves unit. on 5+ blocked. sustained power .rift power: count as firing a weapon.shock wave: count as firing a weapon. wounds from rift powers cause ID (2) . but the unit has no leader anymore. don’t work if unit ‘can’t perform any action’ resonating powers: can stack sustained powers: if psyker is shaken or engaged in close combat. heavy casualties. radius from base edge. cannot use another power this turn. but there are no more modifiers outside close combat five usual situations: lost close combat. psyker and joined unit are effected. psyker can decide which to use. only disembarked. and are given for every situation. rallying checks due to other fleeing unit is gone Heavy casualties: made in consolidation phase. unit is Suppressed . no more powers this turn from this psyker perils: unchanged power levels: number of psychic powers per player’s turn power types: . targets suffer described effect. ID(2) witchblades: as before. if nearly fails. true line of sight. or he has to make a test for the unit. if target splits during the turn. but result of a failed or passed roll varies from situation to situation i. Nearly failed is if rolled higher than halved LD (rounding up) but below or equal to Ld. besides: force weapon with ID(1) Unit conditions: Morale checks: roll with 2D6 against squad leaders Ld as normal. no line of sight or BS roll. even with power level 2 or more force weapon: as before.modifying power: preparation phase.shooting power: count as firing a weapon. fire point needed . no BS roll or scatter. psychic test. casualties. distance from hull. BS roll or scatter if blast. no fire point needed. power is blocked rampant power: if psyker uses a rampant power. transport unaffected. can only target own models inside transport. but also be nearly failed. on 1 perils of warp attack (unchanged). there is no more: “make a normal morale check” In some situations a morale check can not only be failed or passed. the psyker’s player can decide on which part the power remains . must be disembarked. not subject to block.

count as having surged for purposes of shooting can act in subsequent turn as normal. shoot. use psychic powers.Falling Back: in moment of breaking unit immediately makes consolidation move towards own table edge with surge distance. force a surge.Pinned: cannot move. only one type of mission Sequence: . They can perform consolidation moves. beasts. beasts. unit is Falling Back instead of being pinned . If failed. Unit cannot react. (vehicles fail their T-test automatically). too Stubborn: always use the unmodified Ld for morale tests in close combat. Therefore they cannot stay stationary voluntarily or charge an enemy. if charged: if charging model reaches the unit. if nearly failed or failed.Suppressed: non-vehicle and non-MCs units cannot move flat out. casualties. fleet.Lost close combat: unchanged. unit with swarm get Stealth (1) or level of stealth one up up to 3 if charged: looses suppressed status immediately if forced to make another morale check: morale check. react. shoot. Pinned. If they cannot move in the movement phase because of this they are removed from play. Stubborn and Fearless (1-2) units must always choose to pass a morale check Misc: swarm = model with swarm rule there is no special rule for allocating wounds against units with multiple wounds Mission rules: 3 old types of placement. embarked units in a suppressed vehicle cannot shoot from within infantry. A falling back unit can embark into a vehicle an rallies immediately. cannot react. cannot ram. unit is destroyed and charge is unsuccessful if forced to make another morale check: unit is destroyed. but cannot end nearer to any enemy unit. use psychic powers. cannot make consolidation moves Rallying: suppressed and pinned units automatically recover in the consolidation phase of their next player’s turn A falling back unit with squad leader can make a morale check in the preparation phase if there is no enemy unit in 6”. unit with swarm get Stealth (1) or level of stealth one up up to 3 if charged: looses Pinned status immediately but cannot use defensive grenades and Counter Charge USR and gains no bonus from terrain if forced to make another morale check: morale check. the unit is not destroyed. make consolidate moves. does not apply for rallying if reaches voluntarily or during their initial move the table edge: are removed from play but don’t count as destroyed . react infantry. vehicles can only voluntarily become suppressed. The 3” movement can be towards enemies as long as it end inside the vehicle. Falling Back . If successful the unit can act normally. the unit can decide to pass it anyway. Fearless (1): if any morale check for rallying. unit is Pinned instead of Suppressed . Fearless units treat Pinned as Suppressed. but must attempt to move and simultaneously end their movement not closer to any enemy unit. treat Falling back as normal condition Fearless (2): as Fearless (1) but can decide to pass Pinning tests. difference in combat resolution as modifier . if they fail a T-test.Shaken: abbreviation for Suppressed.Immobile: abbreviation for cannot move. they cannot surge and charge vehicles and MC: can still react and fire a single weapon. tank shock or in close combat fails. if nearly failed or failed.

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 First turn: roll-off. units can use special deployment options of the vehicle but not vice versa. 4 markers are placed in turn. rear guard: the rest arrives in turn 3. the players can use every shape they want for the markers they place. place squad leader. nominate any number of outflanking units to harry. outside 18”: no scatter may only advance on turn of arrival. starting with the player that goes first. charge allowed Reserves: unit(s). even with fleet or flat out. facing the enemy’s table edge 2. looser bids a number of strategy points. 1. there are two ways: claim a kill. count always as (advance) moving. placed back in reserves Victory Points both armies can collect victory points throughout the game. both player can raise the stake until someone bails out. their transport and joined IC count as one unit for all reserve related purposes. on 3+ comes from there. as long as it doesn’t overlap the base significantly Night Fighting: all units Veiled (1) Scout: 12” move before the game after infiltrators are placed. if in 6” of enemy: 3D6” scatter. facing the own table edge In the preparation phase when you put an unit in reserve you have to decide upon a deployment method In preparation phase: flank guard: from turn 2 on: arrives on 2+ rear guard: arrives in turn 2 on 1. marker has to be more than 12” away from table edges and other markers marker use a 60mm base and are impassable terrain. place them near the table. if in 12”: 2D6” hit is hit. place them near the table. flank guard: nominate half (rounding down) of the remaining units to arrive in turn 2. opponent can raise or bail out. Winner can decide to go first or last Player that goes first can decide table edge and has to deploy first The looser can spent the strategy points on stratagems Placing mission markers: 1 marker is placed as near as possible to the middle of the table. count as veiled (2) as long as they make no voluntary action Outflank: nominate side. the center marker is flat and doesn’t block line of sight. claim a . if there is not enough space. on 1-2 from other side Deep Strike: mishab table as before. in 18”: 1D6”. place them near the table. you can make the enemy reroll one reserve roll units from reserves are placed in the preparation phase in base to base contact with table edge (if not deep striking). outflank Infiltrator: can be placed anywhere outside 18” of enemy models. facing the small table edge 3. use arrow on hit symbol. but the unit has to start inside the transport and IC has to be in the unit. and from turn 3 on on 2+ harrying units arrive on 4+ from turn 2 on all remaining reserves are arriving on turn 6 for every harrying unit that is in reserve in the enemy’s preparation phase.

You control a marker. If you hold a marker you get 2 victory points. Embarked units only count if transport is opentopped. psykers block on 4+ 1 steal the initiative: if going second. Relentless 2 decide during deployment if rear or flank guard: roll a single reserve roll for all units in chosen guard 2 Mine Field: makes one piece of terrain for every full 750 points dangerous 2 units of both forces that are holding or controlling mission marker have Overwatch USR 3 can make one non-vehicle unit upon deployment scoring 3 enemy deep striking units must subtract 6” from distance to enemy to see how they scatter 2 all weapons of one unit for every full 750 points have the Anti Air and Tracer rule . Opponent checks in his preparation phase. that an infantry model from FOC Troop can be equipped with 1 the first or last game turn is night fighting 1 can re-roll one outflanking roll and one deep striking scatter roll per turn 1 can block every psychic power on 6+ even if no psyker in 24”. on 6 you go first 1 own units use Ld 10 for pinning morale checks 2 one unit for every full 1500 points can get one of the following USR: Tank Hunter. if there is one of your scoring units in 3” of the marker and no enemy scoring unit. Game length: 6 turns Stratagems: 1 can place automatic turret immobile BS 3 10/10/10 is equipped with twin-linked weapon can choose one weapon. there is one of your non-scoring non-vehicle units in 3” and no enemy unit. Every squad leader that is killed is a kill (not counting standards. walker. etc. Vehicles and shaken units are completely ignored. monstrous creature or independent character is a kill. Preferred Enemy. if you don’t control it. You start in the preparation phase of the second going player in the second game turn. roll at the start of the game a D6. Fearless (1). Shielded. The player that goes first checks a last time at the end of the game as there is no preparation phase in turn 7.mission marker at the end of the game turn: Claim Kill: every destroyed tank (not vehicle).) Every kills gives one victory point Claim Marker: You check in your own preparation phase if you hold or control a marker. You hold a marker. If you control a marker you get 3 victory points.

number of strategy points to spent and special terrain: deployment types. both players can spend them. deathworld mangroves.optional rules: apocalyptic weapons. give 5 victory points . have only one structure point left. every unit behaves almost the same. then the looser of the bidding can use his strategy points on top .damaged super heavies are cheaper.highly modular: you can mix deployment rule. models with lesser attack last. mostly taken from mission expansion . dreadnought cc is colossal weapon . hell rivers. once per game one roll may be re-roll. but you need marker for movement distances . deployment options. that seems to be huge. you have your own mission some more: . warp gate. reinforced buildings . . habitat block .three sets of additional stratagems: fortifications.favorite tactic: charging unit with large ork mob. formations . normal reserve or outflank. available stratagem sets. attack with almost every model. for every unspent point. orbital landing platform.only very tiny paragraphs for unit types . sand pit. optional rules.pistols can make only a single attack in cc .special terrain: ruins. 4 all own units are equipped with offensive grenades 6 all enemy units count as being in terrain in their first turn 6 all own units count as Veiled (2) in turn one 6 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 own units: weapons fired in 6” range count as twin-linked 12 enemy must re-roll successful cover saves every stratagem can only be taken one time. streets. victory condition. super heavy vehicles (not much changed.IC can still be picked in close combat weapon: colossal power weapon: 2D6 against vehicles. one unit for every full 1500 points per turn can change its deployment method to one it cannot normally be deployed with 4 All own units count as having surged or moved flat out before the game. every unit can decide upon arrival which deployment method it uses: deep victory conditions . dreadnoughts double strength.movement is really fast now. as in most meeles their is a wall of models that are in base to base contact .rules for games with predetermined strategy points for both players . models with S5 attack in I-order. but rules for damaged super heavies for small games).narrative rule with strategy points: can agree with other player to with fix stock of strategy points.4 you can switch units from rear guard to flank guard until you roll the first reserve roll. this cannot be the steal the iniative roll Narratives rules: .

than shoot the hell out of another unit .

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