EE : eras
Ps ¢\ Ra anor
eee ae
poeeee ea nee eerie r ecoeo DATASHEET NAME
PR fd te cane fhe ui
& PROFILES
‘These 0
that tell you how'mighty them
ny): This is the speed at which a
ee esti Stic
model hasa Move of
atally
i is unable to moy
(1): This reflects the mode's
fe against physical harm.
f): This indicates the protection a
mour gives them
Hs armour g
Inds (W): Wounds represent how
Bich demage a model can sustain bef
Bi siccambs to its injuries. Ifa model’
Bounds characteristic is reduced to 0, tha
trodel is destroyed
Leadership (Ld): This reveals how
ined or self controlled a
courageous, det
models, The lower this number, the better
model’ Leadership is.
Gbjective Control (OC): This shows how
tectively a model can exert control over
In objective on the battlefield
© ABILITIES
Dany units have special abilities and rules
Pat may apply during the game, from Core
Riles shared by many units to bespoke
Psychic abilities and invulnerable saves.
These will be described here, along with any
rales that appl models such as
Wills have suffered sufficient damage
when larg
Soite abilities are bestowed by items
Olwargear that models in a unit can be
*ilipped with, and are known as Wargear
bles These only apply while a model in
Betunit is equipped with the relevant iter
af Wargear,
ca WEAPONS
feng charset th
Weapons with a ran of fel 2
'elee Weapons and ca b
n close combat All ‘i
Attacks (A); his tells yo.
are made each time hat Sa cae
eapon is used
Weapon Skill (WS): ‘This re
ie bearer’s
mg the relevant melee weapon
Bollistic Skin (as)
): This shows how
the beare curate
when shooting with
relevant ranged weapon,
Strength (5);
Tow likely the weapon
Wound a foe ef
Atmour Penetration (AP): Th:
repre
the we:
on’ ability to cut through i
target's defences, eo
Damage (0): The amount of damage
inflicted by a successful wound,
e KEYWORDS
Datasheets have a list of keywords,
Separated into Faction keywords and other
keywords, The former are used when
deciding which models to include in your
but otherwise both sets of keywords
are functionally the same
UNIT COMPOSITION
AND OTHER RULES
This section details the number and types
» the unit, and the defaul
weapons and wargear those models are
of models
equipped with, It may also describe other
interactions, such as how units with the
Leader ability can attach to other units, and
passenger restrictions that may apply to
Transport models.
> WARGEAR OPTIONS
Some datasheets have a bullet-pointed
list of wargear options. When
such a unit in your army, you can use
pons and other
wu include
options to change the weap
2 unit, The ot
viargear of models i the unt The
you use these options ir
but each can only be used once,
CORE RULES | DATASHEE
LEADERSHIP TESTS
Ihe fle requlres you to take
Leadership test fra uni cell 2065
ithe totals greater than oF equal
tothe best Leadership characteristic
in that anit that test is paced
‘Otherwise, it is failed. e
RANDOM CHARACTERISTICS
Some characteristics are a random
Value instead ofa number.
For example, a models Move
characteristic might be 206", or
weapon's Attacks characteristic
might be D6. When a unit with
random Move characteristic is
selected fo move, determine the
cntire units move distance by
rolling the indicated number of
dice, For all other characteristics,
toll to determine the value on
an individual, per model or
Per-weapon basis each time that
characteristic is required,
AURA ABILITIES
Some abilities affect multiple models
or units in a given range. These
are known as Aura abilities and
are tagged with the word ‘Aura A
‘model with an Aura ability always
Within range ofits own Aura ability.
‘A unit can be affected by more than
one Aura ability ata time, but if
‘unit is within range of the same
‘Aura ability more than once, that
‘Aura ability only applies to that
unit once
PSYCHIC WEAPONS
AND ABILITIES
Some weapons and abilities can only
bbe used by PsvKeRs. Such weapons
and abilities are tagged with the
‘word Psychic’ Ifa Psychic weapon
‘or ability causes any unit to sutier
‘one or more wounds, each of those
‘wounds is cansidered to have been
inflicted by a Psychic Attack.COMMAND PHASE
battle, consolidating their objectives before makin
i i alt
tactics and strategies with which to defeat the fae eratigl
e the flow of the
nd devising new
Commanders geus
their battle plans @
Your Command phase is split into
1. COMMAND
At the start of your Command phase,
else, both players gain 1CP. Comm,
resource that you can spend during
You can find out more about Straj
‘st, both players
two steps. In ED) at ‘Then, ifyou have any other n
ee tircthee ‘Command the Command phase, you da ae
F yu Test
hase rules in the second, you Battle-shock step.
test to see ifany of your units
are Battle-shocked. Both players gain 1CP.
——_&——_ @ Resolve any other rules that occur in the Command ph:
COMMAND
BATTLE-SHOCK In this step, you must take a Battle-shock test for f
units on the battlefield that is Below Half-stren
To do so, roll 2D6: if the result is greater than or «
best Leadership characteristic in that unit, the test is o;
GAINING COMMAND POINTS otherwise, the test is failed and, until the start of
Outside of the CP players gain at Command phase, that unit is Battle-shocke:
the start of the Command phase,
each player can only gain a total of While a unit is Battle-shocked:
1CP per battle round, regardless of
the source.
ORE RULES | co}
a The Objective Controll t
= Ifit Falls Back, youlm p
every model in
w Its controllierm krn asit
Ww!
F-STRENGTH
ete
Sa Halfstrength.
rting Strength
gStrength of 1, then itis said
jrhas a Starting Strengt
BPM serit While tis semaining
Fosberofwedinds ie less than half ofits
umber 0
winds characteristic 5 :
PM RERN Ge the namiber of models ih
RS icemlMMhae al of is Starting Strength, that
ri aid BERADT Hel-strength
5 We models will suffer damage and be
d When a modél is destroyed, i is removed
tlefeld: When every mnodel in a unit has
ved, that unit is destroyed
e NGTH
eee contains when it is added
ATTACHED UNITS
Some CHARACTER units have the Leader ability (pg.39),
Which lets them merge with other units (known/as
Bodyguard units) to form an Attached unit
The Starting Strength of an Attached unit is equal to
the combined Starting Strengths of all ofits units (1
the number of models in the Leader unit added fo the
number of models in the Bodyguard unit) tfeitherthe
Leader unit or the Bodyguard unit in an Atfached unit
is destroyed, the Starting Strength of the remaining unit
's changed to be equal to its original Starting Strength,
Example: A Primaris Captain (Starting Strength 1) is
Ths taf {0 @ unit of Intercessors (Starting Strength 8)
This Attached unit has a Starting Strength of 6. Ifall
the Intercessors are destroyed, the remaining Primaris
ia would revert to having a Starting Strength
of 1.
that are triggered when a unit
S are still triggered when one of
it made up an Attached unit ig
Header or the Bodyguard unit)
Example: Ifa rule awards you with IVP ‘each time an
Un Soit's destroyed, and you target an Aitaghed
Unit you would gain 1VP if the Body
destroyed and 1VP if the
4 total of 2VP)
urd tinit is
Leader unitis destroyed (foThe ground
battlefield and vie for advantaget
Start your Movement phase by selecting Om
army that is on the battlefield to move
Your Movement phase is split 1 Unless that unit i within Engagement Range of any ent
into two steps. First you can models, it can make a Normal move, or Advance,
‘move your units, then you can set Remain Stationary
‘up reinforcements. m lf that unit is within Engagement Range of any enemy
models, itcan either Remain Stationary or Fail Back
After you have finished moving
MOVE UNITS
from your army to move, and g
with all of your units. Once y
REINFORCEMENTS
progress to the Reinforcem
ee ee
at, select another unit
il you have dor
joved all of you
‘our Movement ph
ent phase
ich time you move a
choose to. The controll
move their models. W
mov its models you
thooses the order in which t
It move a model, you can p
the battlefield along any path
¢d across an enemy model
cross the edge of the Hd. It can be moved over friendly
models as if they werem@ebthere if you wish, but it cannot en
its move on top of another model, The
when moving MONSTER or VeHicLe
be moved 0}
must
only exception to this is
models; such models cannot
ver other friendly MONSTER or VEHICLE mouels «il
moved around them instead. The dis
moves is measitred using the part of its base that moves furthe
along its path. Ifa model does not have a base, me,
whichever part of that model move:
stance a mode
asure using
8 the furthes
Mi When a unit moves it can make a Normal move, Advance or
Remain Stationary.
Units that are within Engagement Rango of any enemy
models can only Fall Back or Remain Stationary,
REMAIN STATIONARY
IFa unit Remains Stati
for the rest of the pag
NORMAL MQ
When a unitag
iiypione of its models can be moved
bach model in that unit
i ta its Mov
can move gl
Range of any
CORE RULES | MoveweyADVANCE MOVES
Wiba woit Advances, :
Ppaing one Ds ‘Add the result in inches t
epee ofc chm
Phase Each model
move by mov
al, but no mod
Be arpdele A unit cannot shoot or de
nodel in that unit
distance in in
fel can be moved withi:
enemy
Kame turn that it Advanced.
i Advance Move: Models move up to M+D6"
Cannot move within Engagement Range of any
enemy models.
ntil the
in that unit can then make an A
s less than or equal to this
vance roll for that unit
the Move
Engagemen
BM Units that Advance cannot shoot or charge this turn
ALLBACKMOVES =
unit Falls Baek, each model in that unit can
ll Back move by moving a distance in inches
sGdal toits Moye characteristic, and when
youcanmove it within Engogement Range
ny models provided it does not end that move
Engagement Range of any enemy models ~ if
votpossible that unit cannot Fall Back,
snnot shoot or declare a charge in the same
tit Fel Baek,
rate Escape Tests
when maling other types of move, models can
enemipmdels when making a Fall Back
Seseenemy models were not there, but you
aDespetate BScape test for cach model that
“(slang models that are Tramic or can FLY)
Dedelsin that nit are moved, In addition,
ate sched When itis selected to Fall Back,
A DEP Escane test for every model
‘before anyare mioved,
Each time you take a Desperate Escape test for a model,
roll one D6. For each roll of 1-2, one model from the
luni thatis Falling Back is destroyed (eelected by you),
‘The same model can only ever trigger one Desperate
Escape test per phase.
{M Fall Back Move: Models move up to M’
Units that Fall Back cannot shoot or declare a
charge in the same turn
'= Models can move over enemy madels when Falling
Back, but you must take Desperate Escape tests
for them before they do so (excluding models that
are TitaNtc or can FLY)
1m If Battle-shocked units selected to Fall Back,
‘take a Desperate Escape test for every model in
that unit
'™ Desperate Escape Test: Roll one 06. 0n a 1-2, one
‘model from that unitis destroyed,
ote
Lea ne tre
on ren
a eae
Perr
Ee eae
CULO ena
Ce a Le een
MUL enawall for exarnple, but can clitab up oF
b J ovet terrain featun
‘4 model can be moved
or less in height as ithe an
‘del can be moved vertically in order te
Jimb up or down any
1 this, counting th
: s move. Model
in features that are
cal distance wy
f Is cannot
win as part of
Jove mid-cimd —ifits not
any kind of
ae result, that m
possible to end the move as
cannot be made
1m Models can move freely over terrain
features 2° o less in height.
1m Models cannot move through terrain
features taller than 2°, but ean climb up
and down them
FLYING
Wa modal en it makes a Normal, Advance ot
Fall Back move, it ean be moved over enemy models as if they
re not there, and can ed within Engagement
emy models when making such a move. Note this also means
‘hat Monster 2nd Vewtcte models that can Fty can be moved
over other MONSTER and VEHICLE models when making such a
ve However, models that can Ftv cannot end their moye on
top of any other models or within Engagement Range of any
enemy models
When a mode! that can Fly starts or ends a move on a terrain
feature, instead of messuring the path it has moved across the
battlefield, you instead measure its path ‘through the air as shi
in the diagram below
Mite
PGE tts
eee tere rt
SO er ener
Reicaee arernee
Coe ee
rover it De
eel
ul
eid
mi FLy models can move over enemy
models when they r
Advance or Fall Back m
Fuy madels that start or end a m
an aterrain feature m
moved through the air when they m:
‘a Normal, Advance or Fall Back m2. REINFORCEMENTS
yea rule that allows them to start the battle in
| ae Such unite will arrive
yes, such 25
eer
battle an
Bene pat have not been set up on the battlefield when
Deep Strike (pg
nd are known as Reserves units. Any
gerves 0
ihe battle en¢
Reinforcements step of your Movement phase, if you have
discount as having been destroyed,
“ag ts in your army, you can select one or more of
ay Rese
emi and set them up ©
oe ves units that you wish to set up this turn have been
prec thase ends and you progress to your
set up You
IGhooting phase.
erves uni .
the battlefield, one at a time. Once al.
Movement phase e
Spenals of how to set up Reserves units are described in the
Eepeles that enabled the unit to be set up in Reserves. These
ically specify a distance away from all enemy
es ill
& never such a distance is specified, it always
models; wi
Bplies to the Horizontal distance, even though
Hnommlly you measure to and from the closest part
ofa models base.
Reterves units always count as having made a
Normal move in the turn they are set up on the
tatdefield, and so cannot move further duri
ihisphase Otherwise, units set up in this
Gnacinonmally this turn (shoot, declare a
charge fight, etc.)
BReserves Unit: A unit that starts
the battle in a location other than
the battlefield,
MAlWa¥S count as having made a
Notmal move in the turn they are set
pon the battlefield,
MANU Specified distance from
hem models applies to
horizontal Chane
Moa Reserves unit not SEtUp on the
bY the end of the battle
COURS 25 destroyedUse the following sequence when a
unit shoots.
——@——
SELECT ELIGIBLE UNIT
—g@——_
SELECT TARGETS
————_
MAKE RANGED ATTACKS
———__
REPEAT FOR NEXT
ELIGIBLE UNIT
eae Bd
Th your Shooting phat
h them, Each unit camel
hoot once per phase. Once all of the units yal
ft, progress to your Charge phase
ligible to shoot unless any of the fol
= That unit Advanced this turn,
= That unit Fell Back this turn,
SELECT TARGETS
Each time a unit shoots, be esolved, you
must select the all of
the ranged weapons you to make attack
Each time you select a anged weapo'
can only select an ener ast one 1
in that unit is bo weapon and visib
that attacki
apon if the distance
alto or less than tha weapon!
Ifa model has more than one ran;
of them at the same ta
different target, but it ca
one model, those models can sho
targets. In when you s arget unit you mu
which models will target that unit with which weapo:
fore any attacks are resolved. If any of these weapons have
tmore than one profile that you must choose betw
also declare which profile is b
BW Before a unit shoots,
ranged weapons,
Atleast one model
fe same orRANGED ATTACKS
odels now make attacks using their ranged
o hoots with a ranged weapon,
s equal to the Attacks (A)
hooting 2 9
pons: Bach time 2 ee
ber of at
imate a number ofa
gerisic in that weapo
setack being made (see Maki
profile. You make one Hit roll for
Attacks, pages 21-23)
one et for your unit to shoot at,
Veelected more than one targ ee
Este all of the attacks against one target before
¥ if your unit is shooting more tha
Botti net tee your ulti shooting mor i z
idweapon at a target, and those weapons have differen
Bs tents youhave resolved tacks with one of
Ge you must, ifany other weapons with the =
PF pbeing shot at that unit, resolve those attacks before
Gobing any other attacks against the target
the target unit was
of that attacking
ected, that
Bygetint provided atleast one model i
(dableloan attacking model and in rang
fhovlds weapon when that target unit was s
ill be even if no models j
fons attacks can still be mad
= finiéremain visible to or in range of it when you come to
cb thiose attacks (for example, because models in the targe
Uithavealteady been destroyed by attacks made with other
esponsin the attacking models unit),
the
BWhena model shoots a weapon, it makes a number of
Hs equal to that weapon's Attacks characteristic.
1 allattacks against one unit before resolving
KS ageinst any other unit.
Mfesoive all attacks made with the same weapon profile
esoWing attacks with any other profile
tespon Was in range and its target was Visible when
ahatweapon’s attacks can always be made.
ocked in Combat
Lape PE! shoot while itis within Eng agement
*@Beafede Or more enemy units
Vileag enemy unit is with: in Engagement Rage of one
u nore
Sess Your army, you can ot select that enemy unit as a
SBitofanged weapons, 4
BIG GUNS NEVER TIRE
Monsters and war enigines cant
dispense death from afar even as they
trample the masses before them.
Mowster and VEHICLE units are
eligible to shoot in their controlling
player's Shooting phase even while
they are within Engagement Range
of one or more enemy units. Ranged
‘weapons equipped by MONSTER
and VEHICLE units can target one
or more of the enemy units they
are within Engagement Range of,
even if other friendly units are
also within Engagement Range of
the same enemy unit. Each time a
Monster or VEHICLE model makes a
tanged attack, if its unit was within
Engagement Range of one or more
enemy units when it selected its
targets, unless that attack is made
with a Pistol (pg 25), subtract 1
from that attack’ Hit roll.
You can select an enemy Monster
or VEHICLE unit within Engagement
Range of one or more units from
your army as.a target of ranged
Weapons. Each time a model from
Your atmy makes a ranged attack
against such a target, unless that
attack is made with a Pistol, subtract
1 from that attacks Hit rol,
Designer's Note: A unit that is
within Engagement Range of an
enemy MONSTER or VEHICLE sini
is still not eligible to shoot, anid so
cannot make ranged attacks against
that MONSTER or VENICLE unit (unless
that unit is eligible to shoot even
while within Engagement Range of
enemy sinits, eg. its itself a MonstER
Or VEWICLE unit, or its models are
equipped with Pistols). Other units
Srom your army that are eligible fo
shoot can, however, target and shoot
‘hat enemy MONSTER or VEMICLE tint
MH MONSTERS and Venicues
Gan shoot, and be shot at,
even while they are within
Engagement Range of enemy
Units: Each time a ranged
attack is made by or against
Such a unit, subtract 4 from
that attack’s Hit oll (uniess
Shooting with a Pistol)
CORE RULES] s} NOTING PHASEjay with blade, hammer and claw. Strident war cries
In your Chi
rmy on th
bat, you can select th
n only
if any
Use the following sequence to
ue a A unit is eligible to ieee
o—_—_ enemy units at the st fur Charge phase, u:
Pave ee following apply
E UNIT
SELECT ELIGIBLE UN = That unit Advanced or Fell Back this tur
-—— m That unit is within Engagement Range of any enemy m
oe @ That unit is an AIRCRAFT unit
cacan CHARGING WITHA UNIT
——&——_ Once you have selected an eligible unit to declar
must select one or more enemy units within 12" of it as
MAKE CHARGE ROLL targets ofthat charge. The targets of ac he
e to the charg
You then make a Charge roll for the charging unit b
MAKE CHARGE MOVE
2D6. The result is the maximatieaiiilitmber of inches e.c
in that unit can be movedal
enable the char r
REPEAT FOR NEXT
ELIGIBLE UNIT
CHARGE BONUS
Many warriors thunder headlong
into combat, using the impetus of
their charge to bring swift death to
their foes.
Each time a unit makes a Charge
‘move, until the end of the turn,
that unit has thé Fights Rirst
ability (pg 32),
but do not need to
Efficient to move within Engager
Begement Range of any unit tha
os a Charge
Fossil each model mal
a baset
Charge all, and must move into
Jemy model if possiblean be movec
Charge
errain features that
ved over terrain
rac asif they were not there. A
er to climb
lly in order to c
wed vertical oes
rer any terrain features that ar
crtical distance up
‘counting the v ee
Saat its Charge move. Model:
jown
BY, Charge mave mid-climb - ifitis not
Wodelscanbe moved freely over terrain
features2”orless in height.
fsseamatmove troughterrain |
% feurestlorhan 2”, but can climb up an
downthem:
CHARGING WITH FLYING MODELS
: can FLy'starts or ends a Cha
feature, instead of measuring
ied across the battlefield, you
Hts path ‘through the air’ In
imoved over other models as i
A model that can Fuy cannot
P of another model,
MPuimadel=¢2n move over other models
‘Wenthemake 2 Charge move.
FAMbdels that start or end a Charge move
Ssltisin feature measure distance
ni
ope aitwhen they make a
aug
deciares a charge agains
Cer
Cee
ear ae
Ce
7 units when the charge is
er ea
‘a Charge move within
Ce AL
Sct ee
Se een
Veterans on top ofthe ruin. The Tyranids
Fetes
allowing the Tyranid Prime to move with
Engagement Range ofits target
Note that as the Tyranid Prime can Fu, it
CU ace
CL ant ee
through the airIGHT PHASE
warring armies meet heat
ls. Blood spurts and fles
d-on_ Fangs and claws crunch through
h tears as hate-filled foes tear one
ifs the battlefield as the
e engul
te nglike hammers on anvil
‘pone. Blades ri
gnother apart
ate selecting
ting with the
ppoth steps of the Fight ph
fible units from their army, one a! atime, st
peo isnot taking place, and fighting with them
Betta payer cannot pass or opt not to ight when they
Spite one or more eligible units that could fight — they must
‘The Fight phase is split into two
steps. Units that have the ability to
Fight First do so, followed by any
remaining eligible units.
my units —_@—__
FIGHTS FIRST
{lect one of them to fight
Jaboth steps, a unit is eligible to fight if ether or both of the
following apply
ment Range of one or more
this turn,
a Tess vithin
g Kemadea Charge
ounit can fight more than once in the Fight phase. In each
‘ep, ifall of one player’s cligible units that c t during that Units that can
step have fought, the opposing f -an thi vith all of Fight First do so
their femaining eligible at can fight during that step, one
atime ——-@——_
(Onceneither player has any eligible units to fight with during REMAINING COMBATS
theeurrent step, you progress to the next ste ll eligible
Bee eee cre step, the Fight phase ends. The Remaining units that
players tum then ends and, unless the battle ends, the next
aoe next can fight do so
Notethat after an enemy unit has fought and finished its
(zslliion more (pg 25), it might be that previously
eligible unlts are now eligible — these units can then be
sdkted to fight during the Remaining Combats step.
1. FIGHTS FIRST
Inthi
le units with the Figh
with the Fights First ability fight
ber that this will include units that made a
nists and that have a Charge bonus (pp 29),
fess Peed laidin their
IY that are eli
gible to ight do so in
nth
ery modelin the unithasan enemy mode
For 2 Pile In to be possible
fend these moves within Engagemer
more enemy units and in Unit Coherency,
feconditions cannot be met, no models in the unit can
make Pile-in moves this phase and you progress to maki
unit, Otherwise, the unit can mak
ri
area] ach tin nakes a Pile-in move, it must end that
Closest enemy model. If it can also nd th
i se contact with one or mc els
Ving all of the conditions above, it must do «
(MAKE MELEE ATTACKS ig player chooses the order in which to mc
BS
Bay Fin Move: Up to 3°
WEEvery model that moves must end clos
Make attacks enemy model, and in base-to-base contact with an enemy
model if possible. The unit must end in Unit Coherency and
® within Engagement Range of at least one enemy unit (or no
mod:
can Pile In)
pe Suk
2. MAKE MELEE ATTACKS
ich models can fight, then
As will make
© attack
Bony models in that
fenge of an enemy unit, o
fer model from the
h an enemy unit,
thin Engagement Range of an
lo 0 usi Jee weapon
$0 using a melee weap
ons a model is equipped with are
Hasheet, Ifa model has more than one m:
Hy use one of t
you
jem to make a
lust now declare which it ¥has more than one profile to choose
-ted weapon has mor
e solecte
Pathe amodel ie
ese iisigits, 90 vou must also
Jving any of its attacks
can only use one of them to make attacks with
also declare which profile it will
h
eA fe r0
fi will make a number of melee attacks
odel fights, it wi
ine by the Attacks (A) characteristic of the melee
maerermin”
jn its USINE.
hat can fight does so using one of its
Each model t
weapons
male eporayes a umber of attacks equa tothe tacks
ie
F Braraceistc of its selected weapon.
ECT TARGETS ;
B pou resolve any melee
Saar to select an ener
yg model must b
; y anit, or in b
tal ig itself in base-to-base contact with that
hat is
e attacks, you must first select th:
¥y unit as the target of a melee attack, the
e either within Engagement Range of
e-to-base contact with another model
Bppdie weapon a model is using to fight with can make
Bethan one attack, those attacks can all be made against
Feeamitarge or they can be split between different targets
feiary fa unithas more than one model, each model can
Geis attacks at the same, or different, targets. In either case,
fareno eligible targets (because there are no enemy units
BEngazement Range, for example) then that unit cannot
Giailee attacks this phase, but it can still Consolidate
Bi sclect targets for all attacks before any are resolved.
MB Attacking mode! must either be within Engagement Range
BPian enemy unit to target it, or in base-to-base contact,
Hlth another model in its unit that is itselfin base-to-base
SGontact with that enemy unit.
[ACKS
follow the same attack sequence as ranged attacks
Attacks, pages 21-23), and you make one Hit roll
Hack being made.
» Fesolve all of the attacks against one target
Onto the next,
Bmaking attacks with more than one melee weapon,
Baud those weapons have different profiles, the
solved an attack with one of those weapons, if
Bove With the same profile are also being used to
Bezalnst that unit, you must
AB ANY other attacks
resolve those attacks
against the target
the attacks you have
sei the target units, even if, when you come
HO Models in the (
declared targets for are
arget unit of that attack
N ARGS NaN sc ‘a
RAN RAR eae
a SS ANG Aceished making all of its melee attacks, it
a unit Consolidates, you can move
it that is not already in base-to-base contac
fmodel up to 3" ~ this is a Consolidation move
fation to be possible, a unit must be able to end
within Engagement Range of one or more enemy
Unit Coherency. If these conditions cannot be met,
sodel in that unit can instead make a Consolidation
irds the closest objective marker, but only if, afte
that unit is within range of that objective marker and
ii Unit Coherency, If these conditions also cannot be met, n
models in the unit can make Consolidation moves this phase
and that unit's fight ends.
Ifa unit can end its Consolidation within Engagement Range
of one or more enemy units, then each time one of its models
makes a Consolidation moye, it must end that mo
to the cloyest enemy model, Ifit can also end that move in
base-to-base contact with @me or more enemy models while
bove, it must do so.
Seder in which to m
f but this must result in the
‘and in Unit Coherence.Se Pee eee
(ei nnn ter rr ty Termagants are within Engagement Range ofthe
rt ey Se ern
Peete
ean eer ore
ee Le
~ these Termagants will also getto make attacks, The
‘remaining two Termagants are tao distant from the
CO rents
Go
Ribeiro
anton
have made allofther attacks, one enemy model has been destroyed. The Termagants now
‘hen they Pled in, each model must move up to 3"in order to end closer tothe closest enemy
contactifthey can. Three Termagants are already inbase-to-base contact, and so are
ws CeO}‘Use the following sequence to make
Pe eka
——_@—_——
Pa
——_@—S
ee
——@)———
PVR EL
ee
ead
SEEK
ala gel
1. HIT ROLL
nodel makes an atta one Hit ro
mne D6. Ifthe result of the Hit rc
hhan or equal to the attack’s Ballistic Skill (BS) char.
he attack is being made with a ranged weap.
waracteristic (if the af
attack sequer
anmodified Hit roll off
jl odif ways fail
can never be mod:
Hit Roll (Melee Attack): Ait is
equal: eds thal
tical Hit: Unmodified Hit ro
I An unmodified Hit roll of 1
BA Hit roll can never be modi
2. WOUND ROLL
mean attack scores ah‘or equal to
hat Wounc
jeofthe Wound roll is gre
Be yn he tal
ren
ad the attack sequenc
eS opposite, t
fil”
er se te attack (al
(uherwise
odified
eends.
Wound roll of 6 is called a Critical Wound and
Fee unt l afl shay
ipa sc
fale. A Wound volcan
am
ever be modified by more than
Ppdical Wound: Unmodified Wound rol of 6.
Aways successful
.
ee aster
und roll of 1 always fails,
3, ALLOCATE ATTACK
Panatick successfully wounds the target unit, the player
Getflling tHe target unit allocates that attack to one model in
target uni as follows
femodelinthe target unit has already lost one or more
Seung otha already had attacks allocated to it this phase
delatste must be allocated to that model. Otherwise, that
fekeanbeallocated to any model in the target unit. Note
Geiitdines not matter if that model is visible to or within,
Tieeteseemicnt Range ofthe attacking model
MMS inesel inthe target unit has already lost any wounds or
fesoetattacks allocated to it this phase, the attack must
Bealloeated to that model,
4 SAVING THROW
SRPREE Controlling the ta
LOB deat, is wi
‘het todes Save
in
lesaves thar
Unit then makes one saving
i an armour Saving throw using
ye chatacteristic, but some models have
Heused instead (see right), To
then modif
ake
je result by
eristic of the attack, For
APOF-1, then 1 is subtrac ed from
ects
i Beater tha
nod in Or equal to the Say
the attack. Was allocated to, then th t saving th
at saving throw is
“afl,
PE Atari seciency ends, Oj
Pitas model. oot
© characteristic o
that saving
ullers damage (pp 23) ‘
always fail
S.A saving thro
ethan 41 ey
attack’s AP if
Te Model being rolled for
that mode} Suffers damage,
a sr aS ESS
Whether shielded by force fields,
eee
Pere cas
senses and lightning-fast reflexes,
some warriors are protected by more
than mere physical armour.
Some models have an invulnerable
save listed on their datasheet. Each
Poeun ed eter’
Dene nent ec
econ gs dates ees
to use either that model’s Save
characteristic or its invulnerable
save, but not both. Ifa model has
a Coker ee ae
Se ee ee ee
SC eae
Cee ee
use a model’s Save characteristic),
Ca eC eartt tee neaees
modified by an attack’s Armour
brea Ceca td
otherwise follow the normal rules
cout
M Invulnerable Save: Never
Modified by an attack’s AP
W The controlling player can
choose to use either a
Model's invulnerable save or
its Save characteristi5. INFLICT DAMAGE
The damage inflicted is equal to the Damage (D)
fhe attack. A model loses one wound for ia
itouffers. fa model's woundaiggeeds
it royed and removed from pl
wounds from an attack and is d
Ly
ee Ue i
ere tea
regs
Penh
Paes cr aha
rt of damage on the target Une
basin aia
pepe rt oa
arene
Heenan cent
bees ent es a
Reser
PORTE
pre heretiry OAL
peers ana
‘Unlike damage inflicted by normal
attacks, excess damage from mortal
eres au
Pear tes ae
paren a tg ‘othe number denoted by ‘x, that: wound i
peer er st sclost Il ty
eens youes
Peer ra esa fet ape and
ee
Fach time a mode
wouild lose a wound (includin
Js}, roll one D6 if th
eee eo ss 1 Feel No Painx
eee ner neteny wound,
inflict mortal wounds on the target, tha
resolve any normal damage inficted
eee teeing
Peete een a
Seer tn aie’
inflicts mortal wounds in addition to
any normal damage, but the normal
ee pend
eee
‘wounds as described above,
‘that damage Was saved
oa,epee nr
Mer
eee eee
See ad
‘ary wounds or has already had! attacks
ere ee
eee ey eee
eee ae a
rer etd
De ae
aa eg
Corre nen
staied above - you will need to roll the dice
peor penn
Ce ee eg
Allocate toa target containing models
‘vith two wounds each, As excess damage
ie ree eet a
Ce een ed
Ceca ae
Co ioe nee a eee ey
Coie eee
Aest0jed mode but applying them in the
Cer et pear en ne
Oa Se eens
damaged with onbyone wound remaining
As suc, thezolls should be made one at
or
Pe ee es
pioneer an penetra
eater ets
Cee er eee aad
en ee ner
eh ec
eerie tars
Se ee er
ee ee eh
peter teat: eee ane’
Peat tanker |
Cee eer
Seer eee
ote Ser a ten esninianarh
Cn a ye
lL ictinaikednacte eet)
Lenco daicooi
Salaun tect re
peer eid ee ere earweapon abilities may
ASSAULT
Assault weapons fire so indiscriminately that they can
be shot from the hip as warriors dash forward.
Weapons with {assavur] in their profile are known as
‘Assault weapons. Ifa unit that Advanced this turn
contains any models equipped with Assault weapons,
itis still eligible to shoot in this turn’s Shooting
phase, When such a unit is selected to shoot, you
can only resolve attacks using Assault weapons its
models are equipped with
Can be shat even if the bearer's unit Advanced,
RAPID FIRE
Rapid fire weapons are capable of long-ranged
precision shots or controlled bursts at nearby targets.
Weapons with [RaPio Fine x] in their profile are known
as Rapid Fire weapons, Each time such a weapon
targets a unit within half that weapon’ range, the
Attacks characteristic of that weapon is increased by
the amount denoted by x.
Example: A model targets a unit that is within half
range ofa weapon with an Attacks characteristic
Of Land the (rarioFRe 1} ability. That weapon
therefore makes two attacks at she target, and you
make two Hit rolls,
[RAPIOFIREX]: Increase the Attacks by ‘x’ when
targeting units within half range
IGNORES COVER
Somie weapons are designed to root enemy formations
out of entrenched positions,
Weapons with (leNoREs caver] in their profile are
Known as Ignores Cover weapons, Each time an
attack is made with such a-w
have the Benefit of Coy
TWIN-LINKED
Dual weapons are often grafted to 0
system for greater lethality,
eapon, the target canal
1 against that attack (pg
Weapons with frwin.uimeo) in
as Twin linked weapons, Fach t
ch time on ati
made with such a weapon, you can re
attacks Wound roll
ir profile
PON ABILITIN
PISTOL
Pistols can be
ded even at point-blank ran,
Weapons with [etst@l] in their profile are known as
Pistols. If unit comfains any models equipped with
Pistols, that unit@ligible to shoot in its controlling
player's Shoot fen while itis
Engagement
When such
resolve atta
one of the
ithin
OF more enemy units,
hoot, it can only
s Pistols and can only target
ts it is within Engagement
cumstances, a Pistol can tar;
if other i
luipped with one or more Pistols,
JONSTER or VEHICLE model, it can either
§ Pistols or with all of its other ranged
‘weapons, Declare whether such a model will shoot
with its Pistols or its other ranged weapons before
selecting targets.
@ Can be shot even if the bearer's unit is within
Engagement Range of enemy units, but must
target one of those enemy units.
@ Cannot be shot alongside any other non-Pistol
weapon (except by @ MONSTER or VEHICLE)
TORRENT
Torrent weapons shoot clouds of fire, gas or other
lethal substamees that few foes can hope to evade
are known
fean attack is made
automatically hits
Injuries on any foe, m
ftheir profile are known
Bh time an attack is made
ical Hit automatically
Bin their profile are known a»
» attack is made with
the bearer made @ Charge mov
BP that attack’s Wound rollRECT FIRE
st fire weapons
arvening obstacle
profile are
swith [INDIRECT Fire] in their profile
Pweapons
al Indirect ce
| Fe item even if the target a Bee
a ks can destroy enemy
See, model. These attacl y
Spttacking ™
Be alsin a target unit ov
Ie to the attacking unit when you selected
visi
hat target.
it are visible to the
dels in a target un
Tipo m0
a king unit makes an attack
¥ Jin the attacking
times mode!
indirect Fire weapo
q farget using an Indirect P
s Bitom the attack’ Hit roll and the target
Se Senet ‘of Cover against that attack (pg 44)
E
unit is targeted by an
imple: An enemy uni i
ee, ‘model equipped with a weapon with the
Mpbnecrene} cil, No models in the target unit
ienttacks made with that weapon, subtract 1
Spam that attack’ Hit roll and each time an attack
Gpallocated to. a model in the target unit, it has the
Beneht of Cover against that attack.
Wi Gantarger and make attacks against units that
Sie not Visible to the attacking unit.
lipo models are visible in a target unit when
Hisselected, then when making an attack
@gainstthat target with an Indirect Fire
Weapon, subtract 1 from that attack’s Hit roll
Snetetargethas the Benefit of Cover against
‘that attack.
Gan pick high-value targets out in a
iltolgh the unerring aims of a sniper
EM AEctracy of a blaite-master’s strike,
PRE0si0n in their profile are known
feo: Each time an attack made with
ee cesstully wounds an Attached unit
E BR model in that unit is visible
Mohsen te attacking models player
thal attack allocated to thar
Be 24 Of following the normal
Bea Attached unit, the attackin
er rable the attack allocate
MOdelin that Unit visible to
Jaunch munitions over or around
les — nowhere is safe from their fury
id attacks can be
re weapons, an
es ible to the
en though none may have
it select that target, then each
ing unit when you sel
BLAST es
High-explosives can fl Several narof= a :
Blast, but firing them where your comrades WB
caught in the ensuing detonation is simply
Weapons with [atast] in their proses ee
Blas weapons, and they make a random nambe
attacks. Each time you determine how many atta
are made witha Blast weapon. add 0 the res
every five models that were in the target unit :
you selected it as the target (rounding down). Bla
weapons can never be used to make attacks again
unit that is within Engagement Range of one or 1
units from the attacking model’ army (including
own unit).
Example: If a weapon with the [8.ast] ability an
an Attacks characteristic of 2D6 targets a unit th
contains 11 models, and the roll to determine hov
many attacks are made is @ 9, a total of 11 attack
would be made against that unit.
Grevisible fo the attacking model, so when resolving
Add 1 to the Attacks characteristic for every
five models in the target unit (rounding down).
Can never be used against a target that is
within Engagement Range of any units from the
attacking model's army (including its own)
MELTA
Melta weapons are powerful heat rays whose fury is
‘magnified at close range.
Weapons with {WE17Ax] in their profile are known
as Melta weapons, Bach time an attack made
with such a weapon targets a unit within half that
‘weapon's range, that attack’s Damage characteristic is
increased by the amount denoted by ‘x:
Fxample: A model targets a unit that is within half
Tange of a weapon with a Damage characteristic
of D6 and the (wewn2) ability If that attack inflicts
damage on the target, it inflicts D642 damage
1 [MELTA x}: Increase the Damage by ‘x’ when
targeting units within half range
HEAVY
Heavy weapons are amongst the biggest guns on the
battlefield, but require bracing to fire at full effect and
Aare unwieldy to bring to bear at clase quarters.
Weapons with (Weavy]
1 in their profile are known
as Heavy weapons, E,
ach time an attack is made
With such a weapon, ifthe attacking models unit
Kemained Stationary this turn, add to that attacks
Hit roll
CORE RULES | WEAPON ABILITIES(ARDOUS
ys powered By uns
Frees pose a substantial 71
ie they are used:
astable and dangerous energy
to the wielder every
with tuazanoous] in their profile are known
8
Bee rdous weapons, Each time a unit is selected
© as Hazard
Poshoot orf
; weapons,
Seraamcs. on must take one Hazardous
Hesifor each Havardous weapon that was just used
Hraling one DS. For each roll of 1, that testis
Bia nd one model in that unit equipped with
ous weapon is
Being aye). unless that model is a CHARACTER,
IMonsren or VenIcLe, in which case it suffers 3
Sport wounds instead. Note that if you sel
Spyamacten model in an Attached unit, the mortal
Winds suffered must be allocated to that model
Mhrateven if there is another model in that unit that
Siaslost one or more wounds or has had attacks
Hillocated to it this phase.
r fight, ifone or more models attack with
then after that unit has resolyed
estroyed (selected by the
teda
SBeample: A unit of five models make five attacks
Wpitheanged weapons with the (WAzaRDOUS) ability,
infier the unit has finished shooting, its controlling
Player tolls five Do. One of the results isa 1, and as
ho models in she unit are CHARACTERS, MONSTERS or
WEWICLES, one of those mode wed.
BE Mera unit shoots or fights, roll one Hazardous
‘est (one 06) for each Hazardous weapon
1Ueed, For each 1, one model equipped with a
Hazardous weapon is destroyed (CHARACTERS,
WonsteRs end VEHICLES suffer 3 mortal
‘wounds instead),
ns Can inflict strikes of such power that
fa mockery of armour and can cleave
Sith [DEVastarinc WoUNos) in their profile
ies Devastating Wounds weapons. Each
Ismade with such a weapon, a Critical
2 number of mortal wounds on the
alto the Damage characteristic of that
Pbeatiack sequence ends,
altack made with a Devastating
Pon With a Damage characteristic of
Hical Wound. Instead of allocating
@ making saving throws normally, the
2 mortal wounds
Wind inflicts mortal wounds equal to
ps Lamage characteristic, instead of
damage,
SUSTAINED HITS
Some weapons strike in a flurry of blows, tearing the
foe apart with relentless ferocity.
Weapons with [SUSTAINED HiTS x] in their profile are
known as Sustained Hits weapons, Each time an
attack is made with such a weapon, ifa Critical Flit i
rolled, that attack scores a number of additional hits
on the target as denoted by ‘x’
Example: A model makes an attack with a melee
weapon with the [SUSTANED Hits 2] ability, If the
Hit roll is an unmodified 6 (a Critical Hit), then
that attack scores a total of 3 hits on the target (1
from the successful Hit roll of 6, and 2 from the
[SUSTAINED HITS 2] ability)
MH [SUSTAINED HITS x]: Each Critical Hit scores ‘x
additional hits on the target.
EXTRA ATTACKS
Some warriors ride to battle atop trusty mounts that
gore and trample nearby foes. Others wield combat
weapons that deliver a frenzy of additional blows.
Weapons with [EXTRA ATTACKS] in their profile are
known as Extra Attacks weapons. Each time the
bearer of such a weapon fights, it can make attack
with that weapon in addition to the one it chooses,
to fight with. The number of attacks made with
an Extra Attacks weapon cannot be modified by
other rules.
@ The bearer can attack with this weapon in
addition to any other weapons it can make
attacks with.
ANTI
Certain weapons are the bane of a particular foe.
Weapons with [aNT-KEYWORDX) in their profile are
known ay Anti weapons. Bach time an attack is
made with such a Weapon against a target with
the keyword after the word ‘Anti-; an unmodified
Wound roll of ‘x+" scores a Critical Wound,
Example: An attack made with an [ANTLVENICLE 4+]
apon will score a Critical Wound against = and
so successfully wound ~ a VEMICLE unit on an
unmodified Wound roll of 4+, while an attack made
with an [ANTEPSYKER 2+] weapon will score a Critical
Wound against ~ and so successfully wound ~ a
PSYKER unit on an unmodified Wound roll of 2+
oditied Wound roll of
[ANTL-KEYWORD Xe) An Unt
x4" against a target with the matching keyword
scores a Critical Wound
S| WEAPON ABILITIESy to battle
altitude descent or other
hig is
ns that allow them to appear
extraordinary means a
cudenly in the thick of the fightin
ep, ifevel
Declare Battle Formations st
his ability, you can set it up
n the battlefield.
tep of one of your
where
During the
model in a unit has this abil
Reserves instead of setting it up
Ifyou do, in the Reinforcements s
es you can set up this unit any
Movement phase sunit anywhe
isthe battlefield that is more than 9" horizontally
away from all enemy models.
Unit can be set up in Reserves instead of on
the battlefield
m Unit can be set up in your Reinforcements
step, more than 9" horizontally away from all
enemy models.
SUEY
Scouts form the Jnnotieal
by the enemy, they range ahead! of the main force
Some units have ‘Scouts 2” listed in their abiliti
Ifevery model in @ unit has this ability, then at
the start of the first battle round, before the fi
turn begins, it can make a Normal move of tg
x’ as ifit were your Moyement phase ~ a
Depicateo TeaxsPorT model such a unit s
ttle embarked within (provided only mi
this ability are embarked within that DEg
TRANSPORT model). A unit that moves
y must end that
from all enem
nove more thay
models, If bothy
units that can do this, the player wia
first turn moves their units first,
Example: A unit has the Scout
first batile round,
can make aN i
Normal move wi
Scouts x": Unit can mal
to" before the frst tus
lf embarked in a Denig
‘hat DeDicaten Tray
move instead,
niniaissance units whe
iting for the right moment to sty
deployment, if every model in a unit has
Ris ability, then when you set it up, it can be set
jp anywhere on the battlefield that is more than 9°
Forizontally away from the enemy de
pyiment zone
and all enemy models
Mighty heroes fight at the forefront of batt
ome CHARAGTE
Snits have ‘Leader’ listed on
RACTER units are | Own as.
Bard units, you ca
hat Leadei
fe unit for the duratior
unit. E
ch
Hing unit has resolved all ofits
dels in that unit, even ifa Leader
Bifferent Toughness characteris
Bick sucessfully wounds an Attach
Be cannot be allocated toa CHARACTER
init, even if that CHaracrer model
Br more wounds or has already had
Bted to it this phase. As soonas th
model in an Attached unit has been
Smade against that unit that
edcan then be alloca
bunitStrategic Reserves ARRIVING FROM STRATE;
You can use to keep
off Until you require them, Note:
While all Strategic Reserves units are also te
erves units, the reverse is not true, and sof
s do not apply to units that are using ott
rules that enable them to start the battle in)
‘h units are instead gf
described by those other rules,
PLACING UNITS INTO
STRATEGIC RESERVES
Before the battle, when you are instructed to Declare
le Formations, you can select one or more units
m your army to be placed into Strategic Reserves
(excluding FortiFicarions).
(eg. Deep Strike). $
The combined points value of all the units you wish
to place into Strategic Reserves before the battle
ncluding those embarked within TRANSPORT models
that are themselves placed into Strategic Re
cannot exce
rves)
5% of your total points limit for yon
¢, as shawn in the table below
STRATEGIC RESERVES
ath
eas
Strike Force
Onslaught
Strategic Reserves: Units thal
deployed at the start of the}
= Combined points value cans
your army's total
4 Cannot put Fortiricanig
Strategic Reserves,
GICRESERVeg
PPhits that are placed into Strategie Rey
Ealied Strategic Reserve
1 the battle
VS at
lat
leNtS step of an,
Pt during the fry
units, and can ar
the Reinforce ne
Of your Movement phases ex,
battle round
Any Strategic Reserves units that are not
tlefield at the end of the battle ae
OUNE as destroy
im Strategie Reserves units can arrive in the
Reinforcements step of your Mavement
fom the second battle round onwards
M Those not on the battlefield at the
battle count as destroyed,
hase,
‘end of the
Bitle round, Strategic Rese
fobe set up wholly withing
But no model in thos
deployment
Fd battle round, Strat
Bi arrive must be set up whol!
Battlefield
Reserves units cannot b
Bieontally of any enemy model
ply when setting up Reserves unit
Beciting up Strategic Reserves unt
Ie Second battle round, set up wholly
of any battlefield edge (notin enemy
rent zone),
fthe third battle round onwards, setup
Blly within 6” of any battleteld edge.
INO be set up within 9" of any
Remy models,ou cannot
FT You can use the same Stratagem
ga battle, but
multiple times dur
stratagem mo
once in the same phat
To use a Stratagem you must pay
the CP specified.
fm The same Stratagem cannot
be used more than once in the
same phase.
STRATAGEMS KEY
EITHER PLAYER'S TURN
Sia
7 GATTLEACTICSTRATAGEM
WHEN: In any phase, just
al, aWoune ral, Da
mine the rumber of
weapon, foranattack, model of i
EFFECT: You re-oll that ol, test
din Codexes and other pub
M CATEGORIES
sm belongs to one of four categories
ow. There are some rules (especially j
imes) that interact with Stratagems of.
category
IACTIC: These Stratagems bolster a unit’ etfica,
boosting their attacks or defensive capabilities e
fal moment.