You are on page 1of 20

Rerolling Dice

There are a wide variety of effects that allow players to reroll dice. However, a given die may only be
rerolled a single time, no matter how many effects the player may call on.

Skill Tests
There are a variety of actions that a unit takes, such as Morale and Psychic tests. These all fall under
the heading of Skill Tests.

Whenever a unit takes a Skill Test, they roll 3d6. Each die that meets or beats a certain number counts
as a success. The Quality of the unit determines the target number of the dice.
Universal Skill Table
Rabble 5+
Conscript 4+
Regular 3+
Elite 2+

Morale Tests
Morale Tests represent a units willingness to fight. A lot of soldiers have no problem fighting when
everything is going their way; it's when their friends start dying that they hesitate.

Each unit has a statistic called Resolve, measuring their general willingness to fight. Whenever a unit
suffers a certain number of losses, based on their resolve, they must begin taking Morale Tests or break.

Resolve Table
Reluctant 1 Casualty
Uncertain 25% Casualties
Steady 50% Casualties
Determined 75% Casualties
Fearless* N/A
*A Fearless unit automatically succeeds on all Morale Tests.

A Morale Test is a Skill Test. If you score two or more successes, then the unit stands firm. With one
success, they unit becomes Broken. With no successes, the unit routs completely and flees the battle.
Remove all of the units models from the table as casualties.

A Broken unit immediately flees 6” towards their controllers table edge. At the beginning of a Broken
units activation, make another Morale test. With two or more successes, the unit rallies and is no longer
Broken; it acts normally. With one success, the unit must move another 6” towards its controllers table
edge and cannot Close Assault, but otherwise acts normally. With no successes, the unit Rushes its
maximum distance instead.

If a model would move off of the table due to fleeing, it is removed as a casualty.
Turn Sequence
Initiative
At the beginning of the turn, both players roll 1d6. The player that rolls highest goes first on that turn.
In the case of a tie, then the player that lost initiative in the last round wins. If there is a tie on the first
turn, simply reroll.

During a turn, each player will alternate activating their units; one player activates a unit, then the
other, and so on, until both players have activated all of their units. If a player cannot activate a unit, he
must pass. Once all units have been activated, the turn is over.

Activating Units
A unit gains two actions when it is activated:

All units have the option of moving (unless they are somehow immobile).

In addition, units may also do one of the following:


Shoot
Close Assault
Command Order (Call for artillery, gather wounded, etc.)

A unit chooses in what order to perform its two actions. For example, a unit may move then Shoot, or
Shoot and then move.

Movement
Most units are able to move, except things such as sentry guns and stationary emplacements, or
vehicles rendered immobile through damage.

The distance that a unit can move depends on its Speed, which depends on what type of unit it is.

Infantry Movement
All infantry models have a Base Speed of 6”. In addition, infantry have the option of Rushing. An
infantry unit that Rushes moves up to twice its Base Speed, but cannot perform any other actions.

When moving a unit, you move up to the maximum distance; you may move less than that, and you
may choose to not move at all.

Terrain
Battlefields are almost never flat, featureless plains. The terrain you are fighting in and over plays an
important role in battle, from impeding movement to providing life-saving cover.

There are many types of terrain that limits movement, due to uneven ground or things blocking the way
such as trees. All of these are lumped under the designation of Difficult Terrain.

Whenever a unit attempts to move through or within Difficult Terrain, movement is halved. Note that
this only applies to movement within the Difficult Terrain. Thus, a unit could move 2” up to a copse of
trees, then use its remaining 4” of movement to move 2” into the trees.
Examples of Difficult Terrain: Trenches, forests and woods, thick underbrush, swamps and marshes,
craters.

Some terrain is simply impossible to move through by normal means, preventing travel through it. This
it Impassible Terrain. This also includes terrain that is simply so dangerous that units can't and won't
enter it.

Examples of Impassible Terrain: Sinkholes, cliffs, mountains, lava flows.

Vehicles suffer the same movement penalty as infantry.

Whenever a vehicle moves through difficult terrain, roll 1d6. On a 1, the vehicle has, through some
unfortunate happenstance, become Immobilized.

Coherency
Teamwork is the one of the most important factors in battle. Teamwork becomes impossible when you
are alone.

Soldiers are trained to stick and fight together. Because of this, they must remain in Coherency. This
means that all models must remain within a certain distance of their fellows, based on how well trained
they are.
Coherency Table
Rabble 2”
Conscript 3”
Regular 4”
Elite 5”

You cannot purposefully move a unit so that any of its constituent models are out of coherency.

If the unit is out of coherency, if the unit moves it must move back into coherency.

Deep Striking
Certain units are capable of Deep Striking, which allows them to deploy both during the middle of a
battle already underway and outside of your deployment zone.

At the beginning of the turn, you may declare that a unit is attempting to Deep Strike from Reserve.
Each unit that is attempting to Deep Strike makes a Skill Test, with a +1 bonus to each die for each
previous turn they have unsuccessfully attempted to Deep Strike. If the unit scores three or more
successes, you must Deep Strike them this turn.

Place a marker where you wish the first model to deploy. Roll 2d6; take the highest result if the model's
Quality is Regular, Conscript or Rabble, the lowest if the unit is Elite. The model scatters that many
inches from the desired point in a random direction.

After at least one model from a unit successfully Deep Strikes, each subsequent model must select one
friendly model in the unit and scatters as above from that location.
If a model would land on a model or vehicle already on the field, move the Deep Striking model so that
he is no longer on top of the model, as close to the original landing point as possible.

If a model lands in Difficult Terrain, roll 1d6. On a 4+ the model lands safely in the Difficult Terrain;
on a 1-3 it is killed. If a model lands in Impassible Terrain, it is immediately killed.

A unit cannot activate on the same turn that it Deep Strikes.

Shooting
Units resolve their ranged attacks together, with a single roll. This represents a squad firing its basic
weapons and support weapons or an attack with a single heavy or special weapon, such as weapon
teams or vehicles.

Be sure that a unit has line-of-sight to its target; if you can clearly see at least one enemy model from
the shooting units point of view, you have line-of-sight.

Before shooting, you must determine the units Target Priority. This represents which targets within line
of sight that the unit may target with his attack.

The following table shows the number of enemy units, starting with the closest, that are legal targets
for the units attack.

Fire Priority
Rabble 1
Conscript 2
Regular 3
Elite 4

For example, a unit of Elite Space Marines must fire at the closest or second, third or fourth closest
enemy unit within line-of-sight.

After selecting a target, you must determine the range. Range is measured from the nearest friendly
model to the nearest enemy model.

All units have a Base Range determined by their quality. Multiply the Base Range by the Range
Multiplier of the weapon; this is Short Range. Out to twice Short Range is Medium Range. Out to three
times Short Range is Long Range; this is the farthest distance that the attack can reach. An attack at a
distance farther is simply too far for the weapon to be effective.

In addition, many units possess Support weapons, which increase the squads volume of fire; remember
Support weapons have ranges as well. The use of Support weapons is always optional.

If your squad has weapons with different Ranges, you use the shortest to determine the Range of the
attack. For example, a unit of Space Marines equipped with Bolters and a Flamer have a Range of 15”
(Base 5” for being elite, times 3 for the Range Multipler of the Bolters) with their basic weapons, while
the flamer is 5” (due to its multiplier of 1). Thus, an attack out to 10”, for example, would be Short
Range if the Marines fire only their Bolters, but Medium if they use the flamer as well.
Each model may only fire a single weapon when making a Shooting attack.

To resolve a shooting attack, roll 2d6 for a unit consisting of multiple models, or 1d6 for individual, or
single weapons. Take the highest die and add any applicable modifiers (all of these modifiers are
cumulative):

Fire Effect Modifiers


Range
Target at Long Range -4
Target at Medium Range -2
Target within Base Range +2
Shooter Condition
Shooting unit is Under Fire or Pinned -3
Shooting unit is Broken -3
Shooting unit is Regular +1
Shooting unit is Elite +2
For every three Riflemen in Shooting unit* +1
Target Condition
Target is Rabble in open terrain +1
Target is Bunched Up** +2
Target is Under Fire or Pinned -1
*A model counts as a rifleman if he is equipped with the squad basic weapon.
**The target is considered Bunched Up if at least three models are within 1” of each other.

The result you get is the Fire Effect rating of the attack. This determines the number of hits that you
score on the target unit, based on the following chart:

Fire Effect Table


Target Not Concealed* 3 Points
Target Partiall Concealed** 4 Points
Target Behind Hard Cover*** 5 Points

A unit counts as Partially Concealed when something at least partially blocks line of sight to half or
more of the visible unit, such as smoke, fog, foliage, and light cover.

A unit is behind Hard Cover if at least half of the visible models are in a position providing significant
protection such as trenches, bunkers, large trees and armored vehicles.
Allocate Hits: Hits with shooting attacks are applied to the figures closest to the attacking unit, spread
as evenly as possible. If you score more hits than that targeted unit has models, simply go back and
allocate the hits to the nearest models again. For example, if a unit of 5 models suffers 8 hits, then the
three closest models will suffer two hits, while the rest will each be hit once.

Determine Damage: For each hit, roll 1d6 and add the damage rating of the weapon being fired; use the
basic weapon of the unit if a unit is firing. This is the amount of damage that the hit inflicts.

The defender then roll 1d6 and adds the Armor Rating of the model hit.

Refer to the following chart to determine the effect of the hit:

Damage Result
Attacker beats defender by Target killed*
3+
Attacker beats defender by Target
1-2 wounded**
Defender beats or ties No effect
attacker
* The model is removed immediately
** Place the model on its side to indicate that it is wounded.

Models with Multiple Wounds


Some models, such as Chaos Daemons and larger types of Tyranid, are very difficult to kill; they are so
large and tough that they can survive and keep fighting after taking hits that would tear lesser creatures
apart.

Whenever a model with one or more Wounds would be wounded or killed, they instead lose a single
wound. If they no longer have any more wounds to lose, they are wounded or killed as normal.

Attending to the Wounded


From a purely tactical standpoint, a wounded soldier is more of a liability than a dead one. A dead
man's comrades do not worry about saving him, they are not rattled by his screams and sickened by his
agonized writhing.

A unit will not abandon their wounded comrades willingly; if a unit wishes to move so that they would
no longer be in Coherency with one or more wounded members of the unit, they must take a Morale
Test.

With no successes, they will not abandon him; they must remain Coherent with the wounded soldier.

With one or two successes, they may abandon their comrade. However, if they do they become
demoralized, reducing both their Resolve and Quality by one for the rest of the game. The abandoned
soldier will succumb to his injuries without care, and is removed as a casualty.
With three successes, they harden their hearts, leaving their man behind. They may move out of
Coherency with the wounded model and suffer no penalty for doing so. The soldier, left alone, will die
without aid and is removed as a casualty.

You may organize any number of models into two-man Aid Teams. Each Aid Team may, instead of
shooting, care for a single wounded model. For each model aided in this way, roll 1d6 and add any
appropriate modifiers:

Wounded Aid Modifiers


Unit is Under Fire or Pinned -1
Each Medic attending the wounded +1
model

On a 6+ the individuals wounds weren't as serious as first believed and he may return to the fight.

On a 4-5 he is stabilized. He is removed from the board, but is not counted as a casualty.

On a 3 or lower the wounded model dies; remove him as a casualty.

Blast Weapons
Certain weapons, indicated in their descriptions, are Blast attacks. Instead of single shots hitting
individuals, a Blast is an area of effect attack capable of mowing down multiple targets.

When determining the Fire Effect for a Blast weapon, you roll 2d6 and add them, rather than only
taking the highest.

Large Blast weapons roll an addition 1d6, for a total of 3d6, and keep all three to determine Fire Effect.

Under Fire
When a unit is attacked, after the attack is resolved, it becomes Under Fire. Place a token next to the
unit to indicate that it is now Under Fire.

While Under Fire, the unit suffers the following penalties:


– The unit suffers a -2” penalty to its Base Speed.
– The unit suffers a -3 penalty to Fire Effect rolls.
– The unit may only Rush if it is within cover, moving into cover or moving directly away from the
enemy.

At the end of a units activation, if it was Under Fire, remove the Under Fire marker.
Pinned
Sometimes a unit comes under overwhelming fire.

If the Fire Effect of an attack exceeds a certain threshold, determined by the Quality of the targeted
unit, then the unit becomes Pinned (instead of Under Fire).

Pinning Fire Effect*


Rabble 10
Conscript 12
Regular 14
Elite 16
*If a unit has an Armor Rating of +4 or higher, increase its threshold by 2.

While Pinned, a unit suffers the following penalties:


– The unit takes a -3 penalty to Fire Effect rolls.
– The unit cannot move from its position.
– Because the unit cannot move, it cannot initiative Close Assault.

Place a marker (different than the Under Fire one, please) next to the unit to indicate that it is now
Pinned.

At the end of a units activation, if it was Pinned, remove the Pinned counter.

Heavy Weapons
A Heavy Weapons team is a unit like any other, consisting of a single heavy weapon and its crew.

A Heavy Weapons team may take a Move action, but may never Rush because of the weight of the
weapon. In addition, the heavy weapon cannot fire if it already moved, and cannot move after firing.

Usually, a heavy weapon counts as a single model for the purpose of resolving shooting attacks. This
means they roll 1d6 for Fire Effect.

You can attach a heavy weapons team to another unit. The heavy weapons team counts as a part of the
unit for the purposes of activation, coherency and checking morale. The heavy weapons team still
resolves its fire separately.

Independent Characters
Some models represent important individuals in a force. These character count as units in their own
right.

Independent Characters may attach themselves to another unit. The Independent character then counts
as a member of that unit until he decides to leave. At the beginning of an Independent Characters
activation, you may declare that he is attaching to another unit that he is in Coherency with. This counts
as the entirety of the Independent Characters activation, though it may activate again if the unit it
attaches to does.
Independent Characters resolve their Shooting attacks separately from the unit they are attached to.

Twin-Linked Weapons
One technique to maximize the likelihood of of scoring a hit is not to design more accurate weapons,
but to simply throw more bullets at things.

A Twin-Linked Squad Basic Weapon counts as three models for determining Fire Effect, giving +1 to
Fire Effect for each one.

A Twin-Linked Support, Heavy or Special weapon increases it's Fire Effect by half rounded up, or 1,
whichever is greater.

Indirect Fire
Certain weapons are capable of indirect fire, noted in their description. This means that instead of firing
directly at the enemy, the attack lobs rounds up and over any intervening terrain.

Because the attack is indirect, the target gains no protection from intervening terrain, though they do
benefit if they are in cover.

To see if the round lands on target, the unit making the attack takes a Skill Test. With two or more
successes, the round lands on target. With one, it scatters 1d6” in a random direction. With none, it
scatters 2d6” in a random direction.

If the attack scatters, you need to determine if anyone is still hit. Measure 3” from where it lands for a
Blast weapon, or 6” with a Large Blast. Resolve the Strike Effect against the unit that has the closest
within that distance, but rolling one fewer dice.

An Indirect Fire weapon can attack units that it does not have line of sight to. The unit making the
attack suffers a -1 penalty to each die on the Skill Test, and the scatter distance of the attack is doubled.

Off Table Artillery


Some times a commander has access to long range support resources, from artillery to air strikes to
orbital bombardments.

To call in an off table strike requires a special action by a model capable of it; this replaces his
Shooting. A model cannot call an Artillery Strike if he has Moved, and cannot Move after calling an
Artillery Strike. If he is part of a unit, the rest of the unit may fire its weapons as normal.

The artillery unit makes a Skill Test. If the unit scores two or more successes, the order went through
and the artillery is on the way. With one success, the gunners are unable to complete the fire order.
They do not fire, but may try again on future turns. With no successes communications with the
artillery unit has been lost.

Resolve the shot as an Indirect Fire attack. The attacking unit, of course, does not have line of sight.

Reestablishing Contact
At the end of the turn, you may attempt to reestablish contact with any Artillery unit that has been out
of contact since the beginning of the turn.
The Artillery unit makes a Skill Test. If the unit scores two or more successes, contact has been
reestablished and the unit is once again ready for action. With one success, the unit has been unable to
regain communication, but may try again on future turns. With no successes, the unit has been lost
entirely, overrun by the enemy, run out of ammunition or destroyed by enemy counter-battery fire.

Armor Rating
Just about every soldier is equipped with some form of armor to keep safe from injury.

The two most common sources of increased Armor Rating is Armor bonuses from physical armor, and
Shield bonuses from force fields and the like.

Bonuses of the same type do not stack, and if a model would gain multiple increases of the same type,
only use the largest.
Close Assault
When a unit declares a Close Assault, first determine the target; a unit may only assault the closest
enemy unit. The target of the charge then makes a free shooting attack at the charging unit, with the
charging unit ignoring any Under Fire or Pinning effects from that attack.

Then, move the charging unit; every model moves up to its Speed + 4” towards the target of the charge.
If at least one charging model comes into base-to-base contact with an enemy, the unit successfully
engaged.

Determine Victor
To resolve a Close Assault, each side roll 2d6 for units or 1d6 for individuals, and takes the highest
result. Then, add any modifiers:

Close Assault Modifiers


Charging +1
Superior Armor +1
Superior Numbers* +1 per extra model
Superior Troop Quality +2 per level
Wargear and Traits Varies
*Count all models in base contact with an enemy model or with line of sight to an enemy model.

After determining who won the Close Assault, determine casualties.

Determine Casualties
Every combatant gets a single attack in Close Assault. Most models will never gain more than one;
however, there are a variety of Traits, Wargear and the like that may confer additional attacks.
Roll 1d6 for each attack and compare it to the following table:

Kill Table
Winner Score hit on 3+
Draw Score hit on 4+
Loser Score hit on 5+

For each hit a player scores, his opponent allocates them among his models, as equally as possible. The
hit models may attempts Saves if they have them; they are killed otherwise.

After determining casualties, the loser must fall back 6” from the enemy. In the case of a tie, both sides
fall back 3” from each other.

Special Attacks in Close Assault


Some models are equipped with special weapons that give their attacks certain effects. Be sure to
resolve attacks with special effects separately.

Saves in Close Assault


Some combatants are armored enough (or even just tough enough!) that they're difficult to injure, even
in the chaotic brawl of hand-to-hand combat. Blows just glance off their armor or they simply shrug off
clubs to the head and knives in the gut.

Remember that Close Combat is deadly, and everyone is fighting with more than just their hand
weapons. No matter how tough and heavily armored you are, it only takes a single lucky bolt through
the eye or hit to a weakened joint to put you out of commission.

If a model suffers a hit in Close Assault, they might get a Save. Compare the models Armor Rating to
the following table to determine their Save:

Saves in Close Assault


Armor Rating Save
0 or lower No Save
1-2 6
3-4 5+
5-6 4+
7-8 3+
9+ 2+

To make a Save, roll 1d6. If the result is higher than or equal to the Save the model gains, it ignores the
hit.

Assaulting Vehicles
To perform a Close Assault against a vehicle, a unit must first take a Morale Test. With two or more
successes, the unit can assault the vehicle. Otherwise, the unit hesitates and ends its activation.
To resolve the Close Assault, the attacker rolls 2d6 for a unit, or 1d6 for individuals, taking the highest
result and adding modifiers (see the Close Assault section above). The vehicle rolls 2d6 and takes the
highest, adding its Armor.
Resolve damage to the vehicle like a shooting attack; for every three points that the attacker beats the
vehicles result, score a single damaging hit.

Remaining in Close Assault


There are a variety of reasons that a unit that would otherwise flee from a lot Close Assault would
instead stay and fight.

Any unit that is in base-to-base contact with an enemy model must declare a Close Assault for its
activation. Any models not in base-to-base contact with an enemy must move their Close Assault
movement to get as close to base-to-base as possible.

After moving, resolve the Close Assault as normal. Because the attacking unit was already in base-to-
base contact, it gains no bonus for

Vehicles
Vehicles function much like infantry, but they also differ in many important ways.

Vehicle Movement
Vehicles have two forms of movement, Cruising and Flank Speed.

In the vehicle statistics, movement is indicated by two numbers. The first is the vehicles Cruising
Speed and the second is its Flank Speed. The following table shows the speeds of various kinds of
vehicles.

Vehicles move much like infantry; they can travel up to their movement in inches and may turn freely.
They may move forward or backward.

A vehicle suffers no ill effect from moving at Cruising Speed. Moving at Flank Speed, however, inflicts
the following effects on a vehicle:
– The vehicle suffers a -3 penalty to all Fire Effect rolls this turn.
– All shooting attacks against the vehicle suffer a -1 penalty to Fire Effect until the end of the turn.

Place a marker next to the vehicle to indicate that it moved at Flank Speed once its activation is
completed.

Vehicles can shoot and move just like infantry. The vehicle, however, must declare that it is going to
move at Flank Speed before shooting; this means that it will suffer the penalties to Fire Effect from
Flank Speed. (This is to prevent a vehicle from unloading all its weapons without penalty and running
at max speed to escape retaliation.)

Vehicle Firing
Vehicles fire their weapons like infantry, though with some differences.

Firing each weapon system that a vehicle has is resolved separately; this means that they are declared,
targeted and rolled individually.

Fire Effect for vehicles are determined the same as for individuals; roll 1d6 and add any modifiers:
Fire Effect Modifiers
Range
Target at Long Range -4
Target at Medium Range -2
Target within Base Range +2
Shooter Condition
Shooting unit moved at Flank Speed -3
Target Condition
Target is Rabble in open terrain +1
Target is Bunched Up +2
Target is Under Fire or Pinned -1

Vehicles Being Fired At


Attacks against vehicles are resolved similarly to attacks against infantry; determine the Fire Effect
normally.

Skimmers never gain the benefit of cover due to their flight.

For each hit, roll 1d6 and add the Anti-Tank value of the weapon. This is the damage of the attack. The
defender rolls 1d6 and adds the vehicles Armor. If the defenders result meets or beats the attackers, the
attack bounces off harmlessly. If the attacker beats the defender, the vehicle suffers a Damaging Hit.

To determine the effect each Damaging Hit has, roll 1d6 and consult the following table:

Vehicle Damage Table


Crew Compartment Hit 1
Traction Hit 2
Secondary Weapon Destroyed 3
Primary Weapon Destroyed 4
Destroyed 5
Explode! 6
A hit on the crew compartment injures or kills crewmen. One crew member is killed or otherwise
incapacitated by the hit. A vehicle with only a single crew member left cannot attack and move in the
same activation. When all of the crew are dead, the vehicle is effectively destroyed.

A traction hit damages the vehicles motive systems (legs, wheels or treads, based on vehicle type) or
engine. Each traction hit reduces the vehicles speed by 50%, rounded down to the nearest inch. These
reductions are cumulative. If the vehicle would suffer a thirst Traction hit, it becomes Immobilized
instead and may no longer move.
A secondary or primary weapon hit renders one weapon unusable. Each vehicle description will
indicate which weapons are secondary or primary.
If the vehicle is destroyed, the vehicle is rendered inoperable. It can no longer attack or move. It
remains on the battlefield as an obstacle, however. A destroyed vehicle counts as difficult terrain.

If the vehicle explodes, every unit within 6” is targeted by a blast attack, with a damage equal to the
Armor of the vehicle. After resolving the hits, remove the vehicle from the table.

Transport Vehicles
Some vehicles are designed to carry soldiers into battle.

To load a unit of infantry into a vehicle, the unit must meet all of the following criteria:
– All the models must be in base contact with the vehicle, at the beginning of their activation.
– All of the models in the unit must be in coherency.
– Entering the vehicle takes up the entirety of the units activation, and the transport cannot have
moved yet this turn.
To unload a unit that a transport is carrying:
– The transport cannot have moved yet this turn.
– Unloading from the transport occurs on the infantry units activation, and counts as their movement
for that activation. The unit may shoot on the same turn that it dismounts from the transport.

Hits on Loaded Transports


Whenever a transport that is currently carrying models suffers a damaging hit, resolve an attack against
the unit inside.

Roll 2d6 and add them together to determine Fire Effect, scoring one hit for every three points. Treat
this as an attack with the weapon that inflicted the damaging attack on the vehicle.

The unit being transported must take a Morale Test. Unless it scores two or more successes, it
immediately disembarks. If it does, it becomes Pinned and cannot activate until next turn.

If a unit disembarks from a transport in the same turn that the transport suffered a damaging hit, during
its activation the unit may only leave the vehicle, and becomes Pinned at after the end of its activation.

Walkers in Close Assault


If a Walker becomes engaged in Close Assault, have it roll Close Assault resolution as normal, adding
its Armor to its result.

However, the enemy resolves his attack like a Close Assault against a regular vehicle; if the units result
beats the walker, it scores one hit for every 3 points.

The walker gets one attack, plus an additional one attack for every 3 points that is beats the enemy
result by, if it wins the Close Assault. It also gains bonus attacks for extra weapons if it possesses them.

Psychic Powers
To utilize a Psychic Power a model must take a Psychic Test.

A Psychic Test is a Skill Test; if the model scores two or more successes on the Psychic Test to activate
a Psychic Power, the power is successfully activated.
If the unit scores no successes or three or more successes when activating a Psychic Power, then the
Psyker has suffered Perils of the Warp. (This means that with three or more successes, the power is
successful, AND user suffers Perils of the Warp.)

Perils of the Warp


Whenever a model suffers Perils of the Warp, they must take a second Psychic Test after their Power is
resolved.

For each failure on the Psychic Test, the Psyker automatically suffers one wound.

Scale and Force Selection


Scale represents the size of a battle, and what resources each side is willing to commit.

These are the four Scales:


Skirmish: This is a minor engagement, often unplanned and usually between vanguard units of larger
forces.

The small nature of the battle means that each side may only deploy between 1 and 5 Challenge Points
worth of forces to the battle.

In a skirmish neither side can bring most of its heaviest weaponry and elite forces to bear; each side is
limited to only a single Elite or Heavy unit selection.

Engagement: This is a significant encounter between forces; though not the massive battles of full
armies, each side has quite a bit of firepower at their disposal.

Each side may bring between 6 and 10 Challenge Points to the field. They may deploy any combination
of up to three Elite and Heavy unit selections.

Battle: This is the big one. A battle is a major meeting of forces, each side bringing to bear its most
formidable weapons and formations of men.

In a battle, each side has at its disposal between 11 and 20 Challenge Points worth of forces. and no
limit on the Elite and Heavy selections they may choose; such a decisive engagement demands every
resource available.

Apocalypse: The ground trembles under the pounding of thousands of boots, the sky darkens from the
exhaust of roaring engines, artillery rains like hellfire from the sky. This is the end of the world; this is
the Apocalypse.

Apocalypse-scale battles begin at 21 Points and go up from there. There is no limit to what an army
may deploy to destroy their enemies, from Titans able to level city block alone to orbital strike that
annihilate whole units with a single shot.
Traits
There are a variety of special abilities and rules that units may benefit (or suffer) from; many of these
are represented by Traits.

Each individual Trait will describe what effect it has.

Sometimes, a unit can gain the same Trait multiple times. In that case, the Traits all stack.

For example, the Tough Trait increases a models Armor Rating by 1; if that models gain Tough a
second time, it would have a +2 bonus to Armor Rating.
Weapon Conversions
Strength Damage
1-2 +0
3 +1
4-5 +2
6-7 +3
8-9 +4
10 +5
Armor Penetration Damage
6+ +0
5+ +1
4+ +2
3+ +4
2+ +6
1 +8

Armor Save to Armor Rating Conversion


Armor Armor Rating
No Save -2
6+ +0
5+ +1
4+ +2
3+ +4
2+ +6
Invulnerable Save Armor Rating
6+ +1
5+ +2
4+ +4

0.1
Initial Release

0.2
-Revised Off Board Artillery Rules.
-Added rules for reestablishing contact with off board Artillery unit.
-Added Deep Strike rules.
-Added rules for using Psychic Powers.
0.3
-Revised rules for Psychic Tests.
-Added rules for wounded models.
-Added effect of Fearless Resolve to the Morale Test rules.
-Revised Indirect Fire and Off Board Artillery rules.
-Added rules for battle Scale.
-Modified Close Assault save table.
-Altered retreat distance in Close Assault.
-Revised Close Assault rules; all models now gain only a single attack in Close Assault.
-Added rules for Traits.
-Altered description of Blast weapon rules.
-Large Blast weapons now keep all three dice when determining Fire Effect.
-Revised rules for Twin-Linked weapon.
-Revised rules for Independent Character shooting attacks.

You might also like