Warhammer 40k Reference Sheet
Warhammer 40k Reference Sheet
Warhammer 40k Reference Sheet
Hackney
Area
Tabletop
Enthusiasts
MORALE
Morale Checks
Morale checks are always 2D6 against the
highest Ld in the unit. A roll of double 1 always
passes.
Test when a unit suffers 25% or more casualties
during any phase, test at the end of that phase
(except the Assault phase).
When losing an assault, test with a Ld modifier
equal to the number of wounds it lost by.
Insane Heroism - a roll of double 1 always
passes.
Falling Back
Units make a Fall Back move immediately after
failing a Morale check. The only moves they can
make after this are additional Fall Back moves
until they regroup. They will make a Fall Back
move every movement phase unless they
Regroup.
The default Fall Back move is 2D6, not slowed
by Difficult Terrain but Dangerous Terrain is as
normal.
The move is directly towards their own table
edge by the shortest route.
If a model from the unit reaches the edge, the
unit is removed as casualties.
If falling back from assault, the unit may move
freely through enemy models involved in the
assault.
Trapped: If the route is blocked, the unit may
move around the obstacle, but if it cannot move
in any direction, it is destroyed.
Units that are falling back can only fire Snap
Shots, cannot Charge, Run or TB, cannot Go to
Ground and pass all Pinning tests.
Models that are falling back automatically fail all
Morale checks.
Models that are Charged must immediately test
to Regroup.
Regrouping
Before the unit moves in the Movement phase,
they must attempt to regroup.
If 25% of the squad remains, this is a normal
Morale check. If less than 25% remains, this can
only be passed with Insane Heroism.
If failed, Fall Back.
If passed, regroup 3, not slowed by Difficult
Terrain but Dangerous Terrain is as normal.
This move must be used to restore coherency.
Regrouped models cannot Run or Charge, but
can shoot Snap Shots and Overwatch.
- If assaulted while falling back, a unit must test to
regroup when the enemy is found to be in
Charge range on its normal Ld (ignore the 25%
rule). If failed, it is destroyed at the end of the
Charge sub-phase.
CHARACTERS
Characters in Assault
When it is the characters turn to Pile In, they
must move before other models at the same I
step.
Look Out, Sir!
When a wound is allocated to a character, it may
be reallocated the closest a model in the same
unit within 6 on a 4+.
A wound can be reallocated only once.
In a unit of characters, this can be reallocated to
other characters.
Cannot be used in a challenge.
Independent Characters
ICs pass Look Out Sir rolls on a 2+.
Units with an IC test to Regroup as if it had 25%
remaining.
ICs without Infiltrate cannot join Infiltrating units
during deployment.
ICs who leave units still suffer ongoing effects ICs who joint units do not suddenly gain them.
Independent Characters Joining Units
Must be within 2 coherency of a unit to join it at
the end of the Movement phase. Once joined,
the unit may move no further.
Must stay 2 away from units if not joining them.
May not join units who are in Reserves, Locked
or Falling Back.
May not join units containing MCs.
Independent Characters Leaving Units
May leave by moving out of coherency.
May not leave units who are Falling Back, in
Reserves, Locked, or Gone to Ground
FLYER WINGS
Flyer Wings must be determined after you've
finished selecting your army.
2-4 flyers per wing. Flyers must all be the same
datasheet OR from the same Formation.
One model is designated Wing Leader and gains
a faction-specific special rule.
Flyers in a Wing arrive from Reserves together
and must be set up within 4" of each other. After
this, they are independent units.
Flyers in a wing may use Attack Patterns.
DOGFIGHT SEQUENCE
1
Interception sub-phase:
Each player rolls d6, with +1 if they have
more Fighters than Bombers, and -1 if they
have more Bombers than Fighters.
The winner is the Attacker for this phase.
The attacker picks one of their flyers and one
of the enemy flyers.
Flyers are placed 36" apart on a flat surface.
Engage sub-phase:
Players pick a D3 number and compare the
results on the Engagement Tactics table.
The winner may close or increase the range
to the opponent by 12.
If the winner's Pursuit is 2 points higher, they
may close or increase the range by 24.
The winner may also end the dogfight.
Manoeuvre sub-phase:
Players pick a D3 number and compare the
results on the Manoeuvre Tactics table.
The winner may turn the opponent 90o.
If the winner's Agility is 2 points higher, they
may turn their opponent 180o.
The winner may also Jink, which lasts until
the end of the phase.
Attack sub-phase:
Players pick a D3 number and compare the
results on the Attack Tactics table.
Both players then play one Shooting Phase.
Both Flyers are considered to be Zooming.
Player may only Jink if they won the
Manoeuvre Phase.
Check which Angle of Attack applies.
Any damage that applies until the end of the
turn applies to the end of
ATTACK PATTERNS
Flyer Wings gains the benefits of the Attack
Pattern if they are in the correct positions at the
end of the Movement Phase
Vigilance Pattern
Must have two models
Within 2-6 diagonally.
Facing the same direction.
A
Vehemence Pattern
Must have three models
Within 2-6 diagonally, and
6-12 between the rear vehicles
Facing the same direction.
A
Intolerance Pattern
Must have three models
Within 2-6 diagonally.
Facing the same direction.
A
Unmerciful Pattern
Must have three models with
the same combat role.
Within 2-4 nose to tail.
Facing the same direction.
Indomitable Pattern
Must have four models
Within 2-6 diagonally, and
6-12 between the second row.
Facing the same direction.
-
Omniscience Pattern
Must have four models
Within 2-4 side by side.
Facing the same direction.
-
Fortitude Pattern
Must have four models
Within 2-4 in quad formation.
Facing the same direction.
-
ENGAGEMENT TACTICS
D3
Attacker
Defender
D6+Pursuit
D6+Pursuit
Attacker
Defender
Defender
D6+Pursuit
Attacker*
Attacker*
Defender
D6+Agility
D6+Agility
Attacker
Defender
Defender
D6+Agility
Attacker
Attacker
Defender
Type Order
Type Order
Attacker*
Defender
Defender
Type Order
Attacker
PRE-GAME SEQUENCE
PRE GAME SEQUENCE (p128)
1
Choose armies.
10
11
12
13
14
OBJECTIVES
Placing Markers
Roll off to see who places first.
Markers cannot be placed within 6 of the edge
or within 12 of another marker.
Cannot be placed on Impassable Terrain.
Cannot be placed in buildings, but on buildings
is ok.
Controlling Markers
You control an objective if you have one model
from a scoring unit and no models from enemy
units within 3.
All units are scoring except Swooping FMCs,
Zooming Flyers (or units embarked on one),
units falling back, or unclaimed buildings.
Claimed buildings are scoring
Units in a building are within 3 of any markers
on or within 3 of the building.
Units can control one marker at a time.
Only one unit may control a marker.
TACTICAL OBJECTIVES
11
Secure Objective 1
12
Secure Objective 2
13
Secure Objective 3
14
Secure Objective 4
15
Secure Objective 5
16
Secure Objective 6
Take and Hold
2-
Crusade
D3+2 Mysterious Objectives.
The Scouring
6 Numbered Mysterious Objectives.
The Relic
1 Relic Objective.
41
Recon
1VP if all objectives have been identified.
42
43
44
Ascendency
D3VP if you control 3 objectives.
45
Supremacy
D3VP if you control twice as many objectives as
your opponent (min 2).
46
Purge
51
Master of Offence
Warlord has Furious Charge.
Master of Manoeuvre
Warlord has Outflank.
Legendary Fighter
Army gains +1VP for each character slain by
the Warlord in a challenge.
Tenacity
Warlord has Feel no Pain.
Immovable Object
Warlord has It Will Not Die and Fearless.
Conqueror of Cites
Your units gain Move Through Cover (Ruins)
and Stealth (Ruins).
Night Attacker
You may force Night Fighting on Turn 1. Your
units gain Night Vision.
Master of Ambush
The Warlord and three non-vehicle units have
Infiltrate.
Strategic Genius
You have +1 to Seize the Initiative and can reroll all Reserve rolls.
Divide to Conquer
Your opponent has -1 to Reserve rolls.
Princeps of Deceit
At the start of the opponents first turn, pick 3
units in his army to make a Pinning test.
Inspiring Presence
Friendly units in 12 can use the Warlords
Leadership.
Intimidating Presence
Enemy units within 12 use their lowest Ld
value, not their highest.
Target Priority
Warlord and all friendly units within 12 re-roll
shooting To Hit rolls of 1.
Co-ordinated Assault
Warlord and all friendly units within 12 re-roll
assault To Hit rolls of 1.
Tactical Genius:
You may discard 2 active Tactical Objectives at
the end of the turn.
Master of Interference:
One Use Only. At the end of your turn,
opponent must surrender one random active
Tactical Objective.
Well Prepared:
+1 Tactical Objective on your first turn.
Forward Planning:
After generating TOs on your first turn, you may
discard them and redraw.
Master of Fate:
Re-roll the dice for VPs awarded by Tactical
Objectives with random VPs.
SCOUTS
Lead by Example:
Any Secure Objective X that is gained
because the Warlords unit controls it gains an
additional VP.
Linebreaker (1VP)
If, at the end of the game, you have at least one
model from a scoring unit completely within 12" of
the enemys table edge
MYSTERIOUS OBJECTIVES
1
Sabotaged:
Roll D6 at the end of every turn. On 1, all units
within 3 take D6 S4AP- hits.
Nothing of Note:
No effect.
Skyfire Nexus:
Unit in control can choose to Skyfire.
Targeting Relay:
Unit in control re-rolls shooting hits of 1.
Scatterfield:
Unit in control has +1 cover save.
52
53
54
55
Psychological Warfare
1VP if an enemy unit failed a Morale, Fear or
Pinning test.
D3VP if 3 units failed.
56
61
Kingslayer:
- D3VP if the enemy Warlord has been
removed as a casualty in any turn.
62
Witch Hunter:
- 1VP if 1 enemy Psyker destroyed.
Deadlock
Must hold a number of TOs opposite to the
turn number, starting with 6.
Vanguard Strike deployment.
63
64
Assassinate:
- 1VP if 1 enemy character destroyed.
- D3VP if 3 characters destroyed.
65
Demolitions:
- 1VP if an emeny gun emplacement or
building was destroyed.
- D3VP if a Mighty Bulwark was destroyed.
66
NIGHT FIGHTING
If the mission includes Night Fighting, either
player can request to use it.
Night Fighting affects Turn 1 on 4+.
If Night Fighting is in effect, all units have the
Stealth special rule.
VARIABLE GAME LENGTH
If the mission includes Variable Game Length, at
the end of turn 5, roll d6. On a 3+, the game
continues, otherwise the game is over.
If a sixth turn was played, roll again at the end of
the sixth. On a 4+, play a seventh turn.
There are never more then seven turns.
DEPLOYMENT ZONES
1-2
Dawn of War
3-4
5-6
Vanguard Strike
Overwhelming Firepower
1VP if an enemy unit was completely
destroyed in the Shooting phase.
D3VP if 3 units destroyed.
Tactical Objectives
At the start of your turn, generate new objectives.
At the end of your turn, check which are
achieved and discard them.
After discarding, you may choose to discard one
more.
Domination
D3+3VP if you control all objectives.
Master of Defence
Warlord has Counter-attack.
Seize Ground
SECONDARY OBJECTIVES
Slay The Warlord (1VP)
If the enemy Warlord has been removed as a
casualty as the end of the game.
INFILTRATORS
TURN+RESERVES
MOVEMENT PHASE
Unit Type
Jump (using)
Movement Phase.
Move Reserves first.
Units Falling Back must attempt to Regroup
when selected.
FMCs must declare Swoop or Glide.
Flyers must declare Zoom or Hover before
any units disembark.
Vehicles declare Speed when move.
At the end of the phase, take Morale
checks for units losing 25%.
Psychic Phase.
Generate Warp Charge.
Manifest powers.
At the end of the phase, take Morale
checks for units losing 25%.
Shooting Phase.
Shoot units one at a time.
Fire Emplaced Weapons last.
At the end of the phase, take Morale
checks for units losing 25%.
Assault Phase.
Charge sub-phase.
Fight sub-phase. Active player decides the
order in which to resolve assaults.
End of the Turn.
Roll for units with Soul Blaze.
Roll for Sabotaged objectives
Friendly Gone to Ground units to normal.
In a Maelstrom game, score/discard cards.
PREPARING RESERVES
Roll required
3+ on D6
3+ on D6
Automatically arrives.
D6
1
Infantry
6
12
Pg
2D6
62
3D6
65
3D6
65
Beasts
12
No Effect.
3D6
67
Cavalry
12
3D6
67
Bikes
12
3D6
63
Jetbikes
12
3D6
63
MC
2D6
67
Artillery
2D6
64
2D6
66
2D6
66
n/a
89
n/a
90
12
Walkers
Flyers (zoom)
18-36 No Effect.
n/a
84
FMCs (swoop)
12-24 No Effect.
n/a
68
n/a
72
Other Vehicles
12
MOVING UNITS
Ram
Carry on as normal
Carry on as normal
Breach
Tremor
Partial Collapse
D6
Effect
Struc. Collapse
Cata. Breach
Total Collapse
2D6
4-6
TYPES OF TERRAIN
Fall Back
2-3
TERRAIN
4d6
D6
Effect
7+ Detonation!
1-2
3-4
All hits are S6 AP- with the Ignores Cover rule, and randomly allocated.
AP2 weapons gain +1 to this table.
AP1 weapons gain +2 to this table.
5-6
Difficult Terrain:
To move, roll 2d6 and pick highest.
If you choose not to test, you cannot move any
models through Difficult Terrain.
If you choose to take the test, this is the
maximum all models in the unit may move.
-2 to charging through Difficult Terrain.
Dangerous Terrain:
As Difficult Terrain.
Test as soon as model enters or moves.
On a 1, suffers a wound. No cover saves.
Only test once per scenery area per phase.
Impassable Terrain:
Models cannot enter.
Ruins:
As Difficult Terrain.
4+ cover save regardless of % obscured.
Forests (Twisted Copse):
As Difficult Terrain.
5+ cover save regardless of % obscured.
BATTLEFIELD DEBRIS (p109)
Ammunition Dump
Difficult Terrain. Gives a 5+ cover save.
Any model within 2 re-rolls To Hit of 1.
Barricades & Walls
Difficult Terrain. Gives a 4+ cover save.
Models on either side count as in contact.
Units charging an enemy behind a wall count as
charging through Difficult Terrain.
Comms Relay
Difficult Terrain. Gives a 5+ cover save.
Any model within 2 re-rolls Reserves.
Craters
Difficult Terrain.
6+ cover save regardless of % obscured.
Going to Ground gets +2 to cover save.
Defence Line
Difficult Terrain. Gives a 4+ cover save.
Models on either side count as in contact.
Going to Ground gets +2 to cover save.
Gun Emplacement
Difficult Terrain. Gives a 4+ cover save.
A model in base contact fires (Relentless),
May be attacked at T7 W2 Sv3+
Imperial Statuary
Difficult Terrain. Gives a 3+ cover save.
Imperium models within 2 gain Fearless.
Rubble
As Difficult Terrain.
4+ cover save regardless of % obscured.
Tanglewire
Dangerous Terrain. Gives a 6+ cover save.
Tank Traps
Dangerous to Bikes,
Impassable to non-Skimmer vehicles.
Gives a 4+ cover save.
BUILDINGS (p11)
Claiming Buildings
Buildings in your army are claimed at start.
A claimed building is a unit in the players army
and remains so, even if unoccupied.
If an enemy unit enters the building, they
immediately claim it.
Claimed buildings have Sentry Defense System.
Emplaced Weapons
Manual Fire: If a building is occupied, models
may fire emplaced weapons manually. All fire at
same target.
Automated Fire: If a building is claimed, all nonmanual weapons fire at the nearest enemy unit
within range/LoS of the weapon at BS2 at the
end of the phase.
Gun Emplacements taken as upgrades count as
additional emplaced weapons.
Battlements
Battlements are a separate piece of terrain.
Battlements are an access point for the building.
Units may also move onto the battlements
without entering the building.
Difficult Terrain, but Jump and Jet units do not
have to take Dangerous tests.
4+ cover save regardless of % obscured.
Template/Blast weapons hit building too.
If a unit moves onto the battlements of an
unclaimed building they claim it.
PSYCHIC PHASE
GENERATING PSYCHIC POWERS (p22)
PSYCHIC HOODS
BIOMANCY (p192)
Mastery Levels
Psykers know a number of powers equal to their
Mastery Level.
The number of powers a Psyker may use
depends on its Mastery Level.
Psykers are assumed to be Mastery Level 1
unless stated otherwise.
Generating Powers
Generate powers one at a time.
After rolling a power, the psyker may immediately
choose to swap it for the Primaris power.
If a power is rolled twice, immediately re-roll
before choosing swap for the Primaris.
Psychic Focus: If a psyker generates all powers
from the same discipline, he automatically gains
the Primaris power in addition.
Psykers with a Mark of Chaos or are the
Daemons of a chaos god automatically know the
Primaris power of their patron.
Any Psyker with a Force weapon automatically
knows the Force power.
Force (Blessing 1)
Any weapons in the unit with Force gain
Instant Death.
Daemonology
Anyone except Tyranids can select
Daemonology powers.
Grey Knights cannot use Malefic Daemonology.
Daemons cannot use Sanctic Daemonology.
Non-Daemons who use Malefic suffer a Perils of
the Warp attack on any double.
Non-Grey Knights who use Sanctic suffer a
Perils of the Warp attack on any double.
GENERATING WARP CHARGE (p24)
The player whose turn it is rolls D6. Each player
adds the Mastery Levels of all Psykers they have
on the table. The total is the amount of Warp
Charge each player gets.
MANIFESTING PSYCHIC POWERS (p24)
1
Declare Target.
Smite (Witchfire 1)
R18 S4 AP2 Assault 4
Sunburst (Nova 1)
R9 S4 AP5 Assault 2d6, Ignores Cover, Soul
Blaze.
Inferno (Witchfire 2)
R24 S4 AP5 Assault 1, Ignores Cover, Large
Blast, Soul Blaze.
FORCE (p23)
FORCE WEAPONS
Type
S AP
Type
Force sword
Melee, Force
Force axe
+1
Force stave
+2
DIVINATION (p193)
Witchfire (Focussed)
As Witchfire, but pick a target model in the unit.
If you harness more Warp Charge than needed,
the power affects that model.
If you do not, the power affects the closest model
in the unit.
Witchfire (Nova)
Automatically targets and hits all enemy units
within range, regardless of LoS, locked in CC,
intervening models, etc.
Only one targeted unit can try to Deny.
Assail (Beam 1)
R18 S6 AP- Assault 1, Strikedown.
Foreboding (Blessing 1)
Psyker and unit gain Counterattack and can fire
Overwatch at full BS.
Precognition (Blessing 1)
Psyker can re-roll failed To Hit, To Wound and
saving throws.
Shockwave (Nova 1)
R9 S4 AP- Assault 2d6, Pinning.
Levitation (Blessing 1)
Unless Zooming, Swooping or locked, the
Psyker and unit make a 12 move, ignoring
intervening models & terrain. If starts or ends in
Difficult Terrain, count as Dangerous. Counts as
having moved. Cannot Charge.
Hammerhand (Blessing 1)
Psyker and unit have +2S.
Sanctuary (Blessing 1)
Psyker and unit have +1 to invulnerable saves.
Daemons within 12 treat all terrain as difficult.
TELEKINESIS (p197)
Witchfire
Witchfire powers are shooting attacks.
Any number can be manifested per turn and can
all target different units.
Cannot be used in Overwatch.
Witchfire (Beam)
Draw a 1mm thick line between the centre of the
Psykers base and a chosen point.
All units, friend or foe, under the line are
automatically hit, except Zooming Flyers &
Swooping FMCs.
Units take a number of hits equal to the number
of models under the line.
Only one unit under the line can try to Deny.
PYROMANCY (p196)
Mental Purge
The psyker suffers 1 wound/glance with no
saves and forgets one random power.
Power Drain
The psyker suffers 1 wound/glance with no
saves. Roll a d3 and remove that number of
warp charge from both players.
Psychic Backlash
The psyker suffers1 wound/glance with no
saves.
Possession (Conjuration 3, 6)
May conjure 1x Greater Daemon. Psyker (or
psychic unit) is removed as a casualty. If the
psychic test is failed, psyker suffers a Perils of
the Warp.
TELEPATHY (p198)
P
Shrouding (Blessing 1)
Psyker and friendly models within 6 gain
Shrouded.
SHOOTING PHASE
SHOOTING SEQUENCE (p30)
WEAPON TYPES
Choose a target.
All models in the unit must shoot at the same
target.
Select a weapon.
Most models may only fire a single weapon. All
models firing the selected weapon are assumed
to shoot at the same time.
Roll To Wound.
11
12
Roll to save.
The model may take ONE saving throw. If
failed, a wound is suffered. If reduced to 0
wounds, remove the model as a casualty.
13
14
Bombs
Fired in the movement phase, but counts as
having fired one weapon that shooting phase,
and may not move Flat Out.
Firer must be Zooming or Swooping.
Nominate one unit the firer moved over, place
template and scatter D6.
Casualties are removed as per Barrage
weapons.
All bombs are One Use Only.
Primary Weapon
Roll two dice to penetrate and pick the highest.
BS
5+
To Hit
5+
4+
3+
2+
10
Reroll
5+
4+
3+
2+
TO WOUND
S/T
10
4+
5+
6+
6+
3+
4+
5+
6+ 6+
2+
3+
4+
5+ 6+
6+
2+
2+
3+
4+ 5+
6+
6+
2+
2+
2+
3+ 4+
5+
6+
6+
2+
2+
2+
2+ 3+
4+
5+
6+ 6+
2+
2+
2+
2+ 2+
3+
4+
5+ 6+
6+
2+
2+
2+
2+ 2+
2+
3+
4+ 5+
6+
2+
2+
2+
2+ 2+
2+
2+
3+ 4+
5+
10 2+
2+
2+
2+ 2+
2+
2+
2+ 3+
4+
Type
S AP
Unharmed
Assault
Auto D3 wounds.
Plasma
Assault 1, Blast
Defensive
Haywire
Assault 1, Haywire
Krak
Assault 1
Melta
Cannot be thrown.
Unharmed
Non-vehicle
Salvo
If moved, fires lower number at half range.
If stationary, fires greater number at full range.
D6 Vehicle/Building
Pistol
Counts as a close combat weapon.
Any models with two pistols may fire both.
Rapid Fire
May fire two shots within half range.
Check range.
Every model that wishes to shoot must be in
range of a visible enemy model in the target
unit.
10
Ordnance
Cannot fire Snap Shots.
Can't fire other weapons that phase. (Vehicles
may snap shot)
Two dice to penetrate and pick highest.
Pg
Unit
Type
Distance
Infantry, Artillery,
Jump, Jetpack, MC,
Beasts, Cavalry
Run
D6
FMC (Swooping)
Run
2D6
68
Walkers
Run
D6
68
Bikes
TB
12
63
Jetbikes
TB
24
63
Eldar Jetbikes
TB
36
63
Heavy Vehicles
n/a
88
Fast Vehicles
FO
12
88
Fast Skimmers
FO
18
89
Flyers (Zooming)
FO
12-24 + Pur
84
FO
72
Blast
To Hit, place 3 Blast with the hole over the
targets base/hull, within range.
Blast scatters 2D6 minus the firers BS.
Models fully or partially under the marker are hit,
even if they are out of LOS.
Re-rolls must re-roll both scatter and 2D6.
Cannot be fired as Snap Shots
Large Blast uses the 5 marker.
Massive Blast uses the 7 marker.
Apocalyptic Blast uses the 10 marker.
Apocalyptic Megablast uses the 10 marker
with different strengths for 5, 7 and 10.
Barrage
As Blast, but cover and allocation is determined
from the centre of the marker.
Vehicle hits are resolved against side armour.
Can fire indirectly at targets out of LOS. In this
case, the scatter is a full 2D6.
Multiple Barrage: Fire the closest weapon first
and determine location. Roll a scatter for each
additional shot and place it touching the first
marker in the correct direction. If a Hit is rolled,
place it anywhere touching a current marker.
Apocalyptic Barrage: Using the marker, scatter
the middle circle as normal. For each additional
shot the weapon has, roll to see which circle it
lands in.
Co-Axial
Must be fired at the same target as the main
weapon. Fire the Co-Axial weapon first. If it hits
at least once, the main weapon may re-roll failed
To Hit rolls.
Destroyer:
Roll To Hit as normal, then roll on the Destroyer
Table instead of rolling To Wound.
Assume S10 for Instant Death.
Multiple wounds/hull points do not carry over to
other models in the unit.
Template:
Place the Template to cover as many enemy
models in target unit as possible. It may not
cover any friendly models at all, and never hits
the model firing it. Every model touched by the
template is automatically hit.
Ignores Cover
Wall of Death: Cannot Snap Shot, but may still
fire Overwatch. Auto D3 hits.
No Escape: If template touches an open-topped
vehicle or building, D6 hits are resolved on the
embarked unit as well as any on the vehicle/
building.
Torrent:
As Template, but the narrow end can be placed
up to 12 away and the wide end no closer than
the narrow end.
MOVING & FIRING
Type
Effect of Moving
Assault
Pg
Assault
No Effect
Yes
41
Heavy
No
41
Cannot shoot
No
41
Pistol
No Effect
Yes
42
Rapid Fire
No Effect
No
42
No
42
No Effect
Yes
42
Ordnance
Salvo
Primary
INSTANT DEATH
An allocated wound which has a S value double
the T value gains the Instant Death rule. If a model
suffers an unsaved wound with Instant Death, it is
immediately reduced to 0 wounds.
Type
Assault 1, Blast
VEHICLES
VEHICLES SHOOTING
Type
Still
Combat
Cruising
Pg
Walker
All
All
n/a
90
Fast
All
All
88
Heavy
All
All
n/a
88
84
Crew Stunned:
As Shaken, plus cannot move/pivot.
Zooming Flyers must move 18 next turn
and cannot turn.
All
72
Weapon Destroyed:
One random weapon is destroyed.
Includes upgrade weapons.
Does not include out of ammunition
weapons.
If no weapons, count as Immobilised.
Immobilised:
Cannot move or pivot any more.
Chariots count as Crew Stunned.
Zooming Flyers must roll 3+ to count as
Crew Stunned, otherwise Crash and Burn.
Additional Immobilised results remove a
Hull Point.
7+
Explodes:
Vehicle is destroyed.
Nearby units suffer S4AP- for each model
within D6 of the hull.
Remove the model.
Zooming Flyers will Crash and Burn.
Flyer (Zoom)
Other
Effect on Passengers
Stationary
No Effect
Combat Speed
Cruising Speed
Flat Out
Cannot shoot
Result
AP
D/4/2
2/4/6
D/8/4
2/3/5
D/10/5
2/3/4
Explosion
2-3
Devastating Exp
4-6
Titanic Exp
Effect on Passengers
Pass a Ld check or can only
fire Snap Shots in the
following turn.
Disembark 3, Pinning test
Wrecked
(Zooming Flyer Crash and Burn!)
Explodes
Catastrophic
Damage
ASSAULT PHASE
LOCKED IN COMBAT
If a unit has one or more models in base contact
with an enemy, the unit is locked in combat and
cannot move, Run, shoot or fire Overwatch.
Other units cannot shoot at Locked units.
Blast markers and templates may not be
deliberately placed to hit locked models, but may
scatter onto them.
Locked models dont take Morale or Pinning
checks from shooting and cannot go to ground.
CHARGE SUB-PHASE (p45)
1
Charge
Infantry
2D6
Jump (using)
Pile in.
Models in this I step pile in 3
First models pile in to get in base contact.
Then models pile in to get within 2 of an
engaged model (6 vertical).
Then everyone else piles in.
The player whose turn it is piles in first.
Anyone who is in base contact with an enemy
model or within 2 of a friendly model who is
(6 vertical) is engaged and can fight.
Determine number of attacks.
Models in this I step have a number of Attacks
equal to their A value.
+1 for charging.
+1 for having two Melee/Pistol weapons.
65
Beasts
2D6
No Effect
67
Cavalry
2D6
67
Bikes
2D6
63
Jetbikes
2D6
63
MC
2D6
No Effect
67
Artillery
2D6
-2
64
CHALLENGES (p101)
2D6
66
2D6
-2"
66
2D6
86
Walkers
2D6
-2"
90
Issuing Challenges
- Player whose turn it is may nominate a
character to issue a challenge first.
- Enemy may accept with any character.
- If he refuses, the challenger may pick an enemy
character to not fight this phase. His unit cannot
use his Ld this phase.
- Units of one character cannot refuse.
Consolidate.
If the winning unit is now unengaged, it may
consolidate d6
Difficult Terrain has no effect, but Dangerous
Terrain does.
Assault Results
Total the number of Wounds inflicted per side.
Every unit on the losing side must take a Morale
check with the same penalty.
If all the losing units fail or are destroyed, all the
winning units may Sweeping Advance.
10
4+
4+
5+
5+ 5+
5+
5+ 5+
5+
5+
Type
AP
3+
4+
4+
4+ 5+
5+
5+ 5+
5+
5+
Plasma
3+
3+
4+
4+ 4+
4+
5+ 5+
5+
5+
Haywire
3+
3+
3+
4+ 4+
4+
4+ 4+
5+
5+
Krak
3+
3+
3+
3+ 4+
4+
4+ 4+
4+
4+
Melta
3+
3+
3+
3+ 3+
4+
4+ 4+
4+
4+
3+
3+
3+
3+ 3+
3+
4+ 4+
4+
4+
3+
3+
3+
3+ 3+
3+
3+ 4+
4+
4+
3+
3+
3+
3+ 3+
3+
3+ 3+
4+
4+
10 3+
3+
3+
3+ 3+
3+
3+ 3+
3+
4+
5
-
GRENADES IN ASSAULT
4+
5+
6+
6+
3+
4+
5+
6+ 6+
2+
3+
4+
5+ 6+
6+
2+
2+
3+
4+ 5+
6+
6+
2+
2+
2+
3+ 4+
5+
6+
6+
2+
2+
2+
2+ 3+
4+
5+
6+ 6+
2+
2+
2+
2+ 2+
3+
4+
5+ 6+
6+
2+
2+
2+
2+ 2+
2+
3+
4+ 5+
6+
2+
2+
2+
2+ 2+
2+
2+
3+ 4+
5+
10 2+
2+
2+
2+ 2+
2+
2+
2+ 3+
4+
Type
Haywire
Armourbane, Unwieldy
STOMP ATTACKS
10
Roll To Wound.
WS
10
DISORDERED CHARGE
ASSAULT TO HIT
4
Multiple Charges
Choose a Primary and Secondary target.
If the unit shot, target of the shooting attack must
be the Primary target.
A unit declaring this is making a Disordered
Charge, even if it ends up with no models
touching the Secondary.
Both target units may fire Overwatch.
The initial charging model is the closest model
to the Primary target.
All other models must attempt to get in base
contact with the Primary. If they cant, then they
may go into base contact with the Secondary.
Roll To Hit.
Use average WS of target unit.
Allocate Wounds.
Wounds must be allocated to enemy models
in base contact with a model attacking at that
initiative step.
If there are no models left in base contact,
allocate to the closest model.
Roll Look Out Sir! for characters.
The model may take a Saving Throw.
If reduced to 0 wounds, remove.
65
2D6
Pg
ASSAULTING VEHICLES
D6 Non-vehicle
1
Unharmed
Vehicle
Unharmed
Fighting Challenges
Ending Challenges
AP
Type
Chainfist
x2
Armourbane,
Unwieldy, Specialist
Weapon
Dread CCW
x2
Eviscerator
x2
Armourbane,
Unwieldy, Twohanded
Hvy Chainsword
+2
Two-handed
Shread, Specialist
Weapon
Power Axe
+1
Unwieldy
Power Fist
x2
Unwieldy, Specialist
Weapon
Power Lance
+1
(on charge)
(after charge)
Concussive
Lightning Claw
Power Maul
+2
Power Sword
Thunder
Hammer
x2
Concussive,
Unwieldy, Specialist
Weapon
Witchblade
Armourbane,
Fleshbane
UNIT TYPES
ARTILLERY (p64)
The Gun
The gun is a T7 W2 Sv3+ model.
If all the crew are killed, remove the guns.
You may never reallocate Look Out Sir wounds
to gun models.
Ignore the guns for the purposes of Morale. One
crewman per gun is required to Fall Back - any
guns without crew are abandoned. Artillery units
always lose Sweeping Advances.
Movement
Must have one crewman per gun to move.
Shooting
One crewman within 2 of the gun can fire it
instead of his weapon. Gun and crewman must
both have LoS. Range is measured from the gun
muzzle.
Only the crew can benefit from Going To Ground.
Assault
As long as there are gun models, the unit cannot
Charge. Only the crew can Overwatch. No
wounds may be allocated to the guns.
BEASTS (p67)
Movement
May move up to 12 in Movement Phase, and
Fall Back 3D6.
Not slowed by Difficult Terrain, and auto-pass
Dangerous Terrain tests.
Special Rules
Fleet.
BIKES (p63)
Movement
May move up to 12 in Movement Phase, and
Fall Back 3D6.
Not slowed by Difficult Terrain, but treat it as
Dangerous Terrain (also in Assault).
Bikes can turbo-boost 12 but cannot shoot,
Charge or execute any voluntary action
afterwards.until the end of the turn.
Shooting
May fire one weapon for each rider model.
Armoured Steed
Bikes have +1T. Usually, this is included in their
profile.
Cannot be Pinned or Go To Ground.
Special Rules
Jink, Hammer of Wrath, Relentless, Very Bulky.
CAVALRY (p67)
Movement
May move up to 12 in Movement Phase, and
Fall Back 3D6.
Not slowed by Difficult Terrain, but treat it as
Dangerous Terrain (also in Assault).
Special Rules
Fleet, Hammer of Wrath.
JETBIKES (p63)
Movement
May move up to 12 in Movement Phase, and
Fall Back 3D6.
May move over all models and terrain freely, but
takes a Dangerous Terrain test if begins or ends
the move in Difficult Terrain.
May be placed on Impassable Terrain if the
model can balance, but counts as Dangerous.
Jetbikes can turbo-boost 24 but cannot shoot,
Charge or execute any voluntary action
afterwards.until the end of the turn.
Shooting
May fire one weapon for each rider model.
Armoured Steed
Jetbikes have +1T. Usually, this is included in
their profile.
Cannot be Pinned or Go To Ground.
Special Rules
Jink, Hammer of Wrath, Relentless, Very Bulky.
Eldar Jetbikes
May turbo-boost 36. If they do not, they may
move 2d6 in the assault phase, even if they
have shot or arrived from Deep Strike that turn,
treating terrain as they do in the Movement
phase.
MONSTROUS CREATURES (p67)
Shooting
May fire two weapons in the shooting phase.
May never Go to Ground.
Special Rules
Fear, Hammer of Wrath, Move Through Cover,
Relentless, Smash.
JETPACK (p66)
SKIMMERS (p89)
Movement
May move over all models and terrain freely, but
takes a Dangerous Terrain test if begins or ends
the move in Difficult Terrain.
May be placed on Impassable Terrain if the
model can balance, but counts as Dangerous.
Movement
May move over friendly or enemy models, but
cannot end their move over either. If forced to,
move it the minimum distance out of the way.
May move over all models and terrain freely, but
takes a Dangerous Terrain test if begins or ends
the move in Difficult Terrain.
May be placed on Impassable Terrain if the
model can balance, but counts as Dangerous.
Fast Skimmers can move Flat Out 18
Assault
Instead of charging, may make a Thrust move
2D6, even if they have shot or arrived from
Deep Strike that turn, treating terrain as they do
in the Movement phase.
Measuring
The base of a skimmer is ignored unless it is
being Charged or Rammed, in which case
models may move in contact with its hull, its
base, or both.
Special Rules
Deep Strike, Bulky, Relentless.
Damage
If a skimmer is Immobilised or Wrecked, remove
the base if possible.
Jet Pack
May always choose to use their Jet Pack or
move as normal models of their type.
JUMP (p65)
Jump Pack
May choose to jump in either the Movement or
Assault phase, but not both.
Movement
If uses Jump Pack in the Movement phase, may
move up to 12, and Fall Back 3D6.
May move over all models and terrain freely, but
takes a Dangerous Terrain test if begins or ends
the move in Difficult Terrain.
May be placed on Impassable Terrain if the
model can balance, but counts as Dangerous.
Assault
If Jumps into assault, it can re-roll the Charge
range and gains Hammer of Wrath.
Special Rules:
Deep Strike, Bulky.
FLYING MONSTROUS CREATURES (p68)
Flight Mode
Can choose to Glide (count as Jump MC) or
Swoop (use these rules).
When deployed on the table, its Gliding.
If arriving from Deep Strike, its Swooping.
If arriving from reserves, declare which.
Cannot Charge the turn it changes mode.
Movement
Must move 12 and can move up to 24
May make a single 90 pivot at the start.
May move over terrain as a Jump MC, and never
takes Dangerous Terrain tests.
Models that can fit can move under it, and vice
versa, but bases must always stay 1 apart.
If it leaves the board, enters Ongoing Reserves.
Cant do this the turn it arrives.
Shooting
May fire two weapons in the shooting phase, with
their usual 360 arc.
May elect to use Skyfire each phase.
Enemy units may only fire Snap Shots.
May Run 2d6 straight forwards.
Grounded
If it takes an unsaved Wound in any phase, must
take a Grounded test at the end of the Phase.
Roll D6 - on a 1 or 2, it crashes and suffers a S9
hit, no armour/cover saves.
Grounded creatures are now Gliding, lose their
Jink save and cannot Jink this turn.
Special Rules
Jink (unless its also Heavy).
CHARIOTS (p86)
The Chariot
Riders cannot disembark from chariots.
If either the rider or the chariot are destroyed, the
whole model is removed.
Additional crew and beasts are ignored.
Shooting
Chariot and rider use their own BS.
Must both target the same unit.
Rider always counts as stationary.
The controlling player may allocate hits to either
the rider or the chariot, unless it is a Precision
Shot.
Blast and Template weapons are always
allocated to the chariot.
Rider may fire Overwatch.
Assault
May Charge and be Locked in combat.
May sweeping advance, pile in and consolidate
unless they are Stunned.
Chariots must take a Dangerous Terrain test
when charging through Difficult Terrain.
Skimmer Chariots must take a Dangerous
Terrain test if they start or end their Charge move
in Difficult Terrain.
Chariots that fail a Dangerous Terrain test take a
glancing hit.
A model must declare if attacking the rider or
chariot and all attacks must be directed at the
same thing.
Always use the riders WS
Grenades may be used to attack the chariot.
Hits against the chariot are against front armour.
Shooting
May fire all weapons at different targets.
Firing Ordnance weapons has no effect on their
ability to fire other weapons.
Always counts as stationary.
Damage
Any effects from Shaken, Stunned, Immobilised
or Weapon Destroyed are ignored (they still lose
the HP).
Immediately after losing its last HP, it suffers
Catastrophic Damage.
Special Rules
Fear, Move Through Cover
Invincible Behemoth: Any effect that Explodes
or removes from play the vehicle loses D3 HP
instead. Attacks that permanently lower the AV
have no effect.
SUPER-HEAVY FLYERS (p97)
Unit Type
Treat as Flyers which use Super-heavy rules for
Shooting, Damage & Transport.
Damage
Does not suffer Crash and Burn - treat as
Catastrophic Damage instead.
Special Rules
Fear, Invincible Behemoth.
SUPER-HEAVY WALKERS (p96)
Unit Type
Treat as Walkers which use Super-heavy rules
for Shooting, Damage & Transport.
Movement
May move 12 in the Movement phase.
In difficult terrain, roll as for Walkers (Infantry) but
double the result of the highest dice roll to
determine how far the Super-Heavy may move.
May not fire Overwatch.
Assault
May make Stomp attacks.
Special Rules
Hammer of Wrath (D6 S6AP- hits).
Rider has Fearless and Relentless.
Special Rules
Fear, Hammer of Wrath, Move Through Cover,
Relentless, Strikedown, Smash, Invincible
Behemoth.
Movement
May move 12 when moving Flat Out.
Special Rules
Fear, Hammer of Wrath, Move Through Cover,
Relentless, Smash, Jink, Vector Strike.
Shooting
Can fire all weapons at full BS when moving at
Combat speed, and two when Cruising.
Damage
Chariots treat Immobilised results as Stunned.
Assault
Can never Charge or be Charged.
Can never Fall Back.
Can never be Tank Shocked.
Monstrous
Gargantuan Creatures use all the rules for MCs
or FMCs with these additions.
Special Rules
Assault Vehicle
+1 to any rolls on its Damage Table.
WALKERS (p90)
Movement
Gargantuan Creatures may move 12.
Movement
Use the rules for Infantry.
May Run, Charge and be Locked.
If fails a Dangerous Terrain test, a Walker is
Immobilised.
Shooting
May fire all weapons at different targets.
Firing Ordnance weapons has no effect on their
ability to fire other weapons.
May not fire Overwatch.
Shooting
Walkers cannot Run if Stunned or Immobilised.
Can move and fire all weapons.
May fire Overwatch, even if the enemy is not in
their current weapon arc (unless Immobilised).
Special Rules
Fear, Fearless, Feel no Pain, Hammer of Wrath,
Move Through Cover, Relentless, Smash,
Strikedown, Vector Strike (FGC).
May make Stomp attacks as Super Heavy
Walkers.
Attacks with Sniper or Poisoned only wound on a
6 (unless S is high).
Attacks that inflict Instant Death or remove a
model inflict D3 wounds.
Assault
Hits against Walkers are always against front
armour unless it is Immobilised.
If armed with 2+ Melee weapons it gets +1A for
each weapon after the first. If a weapon is
destroyed, it loses the attack.
May sweeping advance, pile in and consolidate
unless they are Stunned or Immobilised.
-1A if Stunned or Immobilised. Shaken has no
effect.
Special Rules
Hammer of Wrath.
FLYERS (p84)
Flight Mode
Must Zoom (use these rules) unless it has Hover
(use rules for Fast Skimmers).
Declare mode before moving, disembarking or
arriving from reserves.
Hovering Flyers may not switch to Zoom when
immobilised.
Movement
Combat Speed is exactly 18 in a straight line. If
forced to move less, it is Wrecked. Cruising
Speed is up to 36 in a straight line.
May make a single 90 pivot at the start.
May move over terrain as a Skimmer, and never
takes Dangerous Terrain tests.
Models that can fit can move under it, and vice
versa, but bases must always stay 1 apart.
Models cannot disembark or embark if Zooming.
Leaving Combat Airspace: Zooming flyers may
leave the board into Ongoing Reserves. When it
arrives back it must be Zooming. Cannot do this
on the turn it arrives.
May never Tank Shock or Ram.
Break Turns: additional 90 turn at any point in
the move, if it rolls equal or less than Agility.
Shooting
May fire four weapons, at full BS.
May elect to use Skyfire each phase. In DFTS,
only Fighters may do this, and have -1 BS
against ground targets. Other flyers do not have
Skyfire unless the weapon does.
Enemy units may only fire Snap Shots.
Flyers may never make use of cover.
Flat Out moves are straight line 12-24 + Pursuit
Crew Stunned means Pursuit 0 and Agility 0
Assault
Can never be Charged.
Can never be Tank Shocked or Rammed.
Special Rules
Jink.
Must begin the game in reserves.
May only be repaired by embarked unit.
SPECIAL RULES
Rule
Effect
Rule
Effect
- If the unit arrives on a random table edge, you may re-roll the dice to determine
Outflank (C)
Pinning
Air-to-Air
the edge.
Agile (FW)
Armourbane
Assault Vehicle
Blind
Brotherhood of
Psykers (C)
Bulky
Concussive
- A model that suffers an unsaved wound is reduced to Initiative 1 until the end of
- Unit rolls an extra dice when making Run moves, and picks the highest.
- Unit may add D3 to its Sweeping Advance totals.
- Models have a 5+ invulnerable save and cause Fear.
locked in combat.
- May arrive from reserve via Deep Strike - see Reserves section
- Cannot be conferred to transport vehicles, though transports with Deep Strike do
not lose it if the embarked unit does not have it.
Eternal Warrior
Fear
- At the start of the Fight phase, a unit in contact with a model that causes Fear
must take a Ld test. If failed, it is WS1 that phase.
Fleet
Precision Strike
Preferred Enemy (C)
Rage
Crusader (C)
Feel no Pain
Precision Shots
Psychic Pilot
- When Charged, every model with this rule gets +1A unless they were already
Fearless (C)
Power of the
Machine Spirit
Counter-attack (C)
Deep Strike
Poisoned
Daemon
Ground (which does NOT protect it from the fire of this weapon).
- Models causing Fear are not immune to Fear. Both units check.
- Unit automatically passes Fear, Pinning, Regroup and Morale checks.
- Unit cannot Go to Ground and cannot use Our Weapons Are Useless.
- May make a FnP roll to avoid each wound (default 5+).
- Does not work against Destroyer or Instant Death wounds.
- A unit composed entirely of models with this can re-roll one or more of the dice
- Always wounds on a 2+.
- Counts in assault if the model OR weapon has the rule. In Shooting, the weapon
- If model Charges, it has +1S until the end of the phase.
- Cannot be used if the model makes a Disordered Charge.
Gets Hot
Graviton
If To Hit roll is 1, model takes a wound with no Look out Sir / cover save.
For weapons with no To Hit, roll D6 before firing: 1 causes Gets Hot.
For re-rolls, only counts if the re-roll is a 1.
If vehicles Get Hot, they suffer a glance on a D6 roll of 1, 2 or 3.
- The roll To Wound is always equal to the targets armour save (min 6+).
- When firing against a vehicle, roll a D6. On a roll of a 6, the target is Immobilised
and loses a Hull Point. This has no effect on buildings.
Hammer of Wrath
- If the model Charges into base contact, it makes a single attack at base S at I10.
Hatred
Haywire
Hit & Run (C)
- Unit may leave combat at the end of an Assault phase by passing I test.
- If passed, choose a direction, then roll 3D6. If sufficient to move more than 1
-
Ignores Cover
Interceptor
Jink
- At the end of the turn, the model regains a lost W/HP on a 5+.
- Declare before To Hit rolls are made. If used, any model with Jink in the unit
gains a 4+ cover save but may only fire Snap Shots next turn.
Lance
Master-crafted
Melta
Mighty Bulwark
Missile Lock
- Re-roll failed To Hit rolls when using One Use Only weapons.
- Only scatter D6 when using One Use Only Blast weapons.
Relentless
Rending
all models locked in the combat. Roll once for all models.
Sentry Defence
System
Shred
Shrouded (C)
Smash
Sniper
Soul Blaze
Specialist Weapon
Stealth (C)
Strafing Run
Beasts, Cavalry, Bikes, MCs or vehicles without Flyer or Skimmer, the firer has
+1BS.
Strikedown
Stubborn (C)
Supersonic
Swarms
- Units composed entirely of Swarms ignore Difficult Terrain but take Dangerous
Terrain tests as normal.
- When allocating wounds, if two models could be closest, the swarm which has
already taken wounds is always hurt first.
Tank Hunters (C)
Twin-linked
- Model gains +D3A if the assault contains more enemies than friends, counting
- May fire one more weapon than normal at full BS. This can be at a different unit.
- May not be used if moves Flat Out or fires Smoke Launchers.
- On 6 To Hit, the firer can allocate to any model in the unit in range/LOS.
- Snap Shots, or weapons that do not roll To Hit, cannot be Precision.
Rampage
- A unit can take multiple tests per turn, but only one per unit firing.
- If immune to Pinning, the unit may still choose to Go to Ground.
- Weapon always wounds on a fixed number (default 4+).
- In assault, if S is higher than targets T, may re-roll To Wound.
- Re-rolls failed AP rolls against vehicles and can re-roll glancing hits.
- Weapon re-rolls failed To Hit rolls.
- Blast weapons must re-roll both the 2D6 and the scatter dice.
- Template weapons re-roll failed To Wound or Armour Penetration rolls.
Unwieldy
- Model may never receive +1A for fighting with two Melee weapons.
- Model piles in and fights at I1 unless it is a Walker or MC.
Vector Dancer
- May make an extra 90 pivot at the end of the move but cannot then move Flat
Vector Strike
- When Swooping or Zooming, may attack one unenegaged enemy unit it moved
Two-handed
Out.
over that turn.
- Unit takes 1 hit at unmodified S and AP2, Ignores Cover, randomly allocated (D3
hits against Zooming Flyers or Swooping FMCs). Against vehicles, this is on the
side armour.
- This weapon is a Destroyer weapon with the shot coming from the centre of the
blast marker (as for Barrage).
- The marker remains in play, is Impassable Terrain, and scatters 2D6 at the start
of each player turn. Remove the marker on a double.
Zealot (C)
CONFERRED - Special rules marked with a (C) are conferred - they only require one model in the unit to
have the special rule for the whole unit to benefit from it.