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Warhammer 40000

games


Skirmish Battles By Peter L Fontebasso 1st Edition

Contents

Introduction  3

This Book 3

The Most Important Rule 3



Before The Battle  3

Codex Modifications  3

Designing A Unit  3

Unit Composition  4

Space Marine Unit 4

Imperial Guard Unit 7

Ork Unit  10

Tau Unit  14

Necron Unit  16

Tyranid Unit  19

Dark Eldar Unit 23

Chaos Space Marine Unit 25

Eldar  29

Scenarios  31

Scenario Special Rules 31

Selecting A Scenario  32

Attack & Defender  32

Terrain  33

Cleanse  33

Rescue  33

Breakthrough  34

Surprise  34

Chance Encounter 35

Hunt  35

Recon  36

Pig In The Middle 36

No Retreat No Surrender 36

Stand Your Ground 37

The Battle 37

Who Gets The First Turn 37

Ending The Battle  37

The Turn Sequence 37

Coherency 37

Movement  38

Force Marching 38

Difficult Terrain 38

Climbing  38

Overwatch  38

Setting Up Overwatch 39

Firing On Overwatch 39

Sniper Rifles & Overwatch 39

Losing Overwatch 39

Hiding  39

Going Into Hiding 40

Hidden Models 40

Spotting Hidden Models 40

Detecting Hidden Models 40

Hiding & Moving 40

Hiding & Overwatch 40

Infiltrators & Hiding 40

Shooting Phase  41

Choose Target 41

Line Of Sight 41

Check Range  41

Roll To Hit  41

Roll To Wound 42

Armour Saving Throws 42

Wound & Damage Table 42

Models With Multiple Wounds 44

NnnnnOoooooo...  44

Cover Saving Throws 44

Height Advantage 44

Falling  44

Weapon Types  44

Throwing Grenades  45

Grenades Types 46

Close Combat Phase  48

Declare Charges 48

Move Charging Models 48

Fight Close Combat 48

To Hit Chart  49

To Wound Chart 50

Armour Saving Throws 50

Wounds & Damage Table 50

Defend Only In Close Combat 51

Models With Multiple Wounds 51

Determine Results 51

Follow Up Moves 51

Rout Tests  52

After The Battle  52

Injuries  52

Injury Table  52

Bionic Replacements 54

Death Of A Leader 54

Points  54

Earning Points 54

The Points Pool 54

Using The Pool 54

Purchase New Weaponry and /or Wargear 55

Add New Models To The Unit 55

Upgrading Packs 55

Advances  55

New Skills  55

Breaking The Mould  58

Psychic Powers  58

Introduction

Warhammer 40000 Skirmish Battles allows opponents to play battles between a single squad of Warhammer 40000 models. This rule booklet uses the Warhammer 40000 rules with some modifications. In addition to changing the basic Warhammer 40000 rules there are additional new rules that allow the unit to improve themselves, becoming more experienced with each battle. Models are able to gain skills that they can use in the game or improve their vital statistics to make them better fighters or allow them to survive in combat longer. Of course the opposite can apply, as models go through battles they can be injured or killed.

This Book

This book has been divided into three sections. The first, BEFORE THE BATTLE explains how you can create a unit to play a battle with and choosing a scenario. The second section, THE BATTLE details the rules you need to follow to play. The last section, AFTER THE BATTLE describes how a unit can be improved.

The Most Important Rule

When playing a game of Skirmish Battles the most important rule is to have fun. These rules are designed not to bog players down in long discussions of the meaning of something written in this or another rulebook; they are designed for fast fun games.

Since this booklet draws from the rules found in the Warhammer 40000 book, Codex's, White Dwarf, Citadel Journal and other sources there will eventually be a rule that contradicts another. When this occurs decide the result quickly. Look at the issue from a reality point of view, is it possible?, can it be done?, what would you do if it were you/someone else?. If you and the other player can still not come to a decision roll a D6 each and the player who rolled the highest number is right. Afterwards submit your question to the group and get some other views on it.

At the end of day everyone has a limited amount of time to enjoy himself or herself, don't waste it with bickering over rules.

BEFORE THE BATTLE

This section shows you how to create a unit. Each player controls a single unit of models that they select from the lists below. Once a unit is created both players need to roll to determine what scenario will be played.

Codex Modifications

The rules below are based around the Games Workshop produced Codex. In some cases the rules presented below will conflict with the Codex, if this occurs take the rules below as the rule source and not the Codex.

Designing a Unit

A unit is essentially a single squad that is detached from a larger fighting force. Units are made up of troopers lead by a commander. Some of those troopers can exchange or purchase assault or heavy weaponry. In the beginning the unit is green, new soldiers that have been put together for a single or series of missions. As the unit fights in battles it will gain skills, improve abilities and almost assuredly lose some of its members.

You have 100 points to spend on models, weaponry & wargear. You decide how to spend these points however each unit has a minimum number of models that you must purchase.

Unit Composition

Each unit is lead by a commanding model. The commanding model may acquire skills, increase their statistics, suffer injuries, and purchase weaponry. The rest of the unit is made up of standard troopers. These are treated as a single pack of models. A pack increases their statistics, suffers injuries and gains skills as a single pack. A pack of models can never be added to once a unit is created, it will however reduce in size due to deaths and injuries. When purchasing new model(s) they will become a new pack on the roster sheet. See the AFTER THE BATTLE section for more information.

Upgrading Packs

In many of the unit rules below you are able to upgrade a standard Pack of models to a better type with more abilities and options. This upgrade can be made at anytime; you may play any number of games with a standard Pack of Imperial Guardsmen and when you have enough points pay the extra four points for each model to upgrade them to Hardened Veterans. While this can be done at anytime just remember that you may only ever have one of these upgraded Pack types in your unit (for example: an Imperial Guard unit may only ever have one Pack of Hardened Veterans and one Pack of StormTroopers.

Space Marine Unit

A Space Marine unit is lead by a Space Marine Sergeant with the remainder being Space Marines or Space Marine scouts. You can purchase a Space Marine unit from the rules below. The minimum number of models in a Space Marine unit is 3 and the maximum number of models is 12.

Leader Model WS BS S T W I A Ld Sv

Space Marine Sergeant 4 4 4 4 1 4 1 8 3+

Points Cost: 15 points

Weapons: A Space Marine Sergeant comes armed with a Bolter or a Bolt Pistol & Close Combat Weapon.

Options: The Sergeant maybe upgraded to a Veteran Sergeant for +15 points. This upgrades the models A & Ld scores by +1.

Armoury: Sergeants and Veteran Sergeants may purchase weaponry & equipment from the Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Space Marines 4 4 4 4 1 4 1 8 3+

Points Cost: 15 points each

Pack Size: The minimum Pack Size of Space Marines is 1 while the maximum is five.

Weapons: Each Space Marine is armed with a Bolter.

Veterans: You may upgrade a single Pack of standard Space Marines to Veterans for an additional +3 points per model. Veteran Space Marines may increase their Ld by +1.

Assault Marines: You may upgrade a single Pack of standard Space Marines to Assault Marines for an additional +10 points per model. Assault Marines come equipped with Frag Grenades & a Jump Pack and are armed with a Bolt Pistol & Close Combat Weapon instead of a Bolter. They may not purchase Heavy Weapons or Assault Weapons listed below. Instead up to two models in the Pack may purchase Plasma Pistols for +5 points each.

Heavy Weapons: One Marine in each unit (not Pack) maybe armed with a Heavy Bolter (+5 points), Missile Launcher (+10 points) or a Lascannon (+15 points).

Assault Weapons: One Marine in each unit (not Pack) maybe armed with a Flamer (+6 points), Meltagun (+10 points) or a Plasma Gun (+6 points).

Grenades: Space Marines may purchase grenades from the Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Scout Marines 4 4 4 4 1 4 1 8 3+

Points Cost: 13 points each

Pack Size: The minimum Pack Size of Scout Marines is 1 and the maximum is five.

Weapons: Each Space Marine is armed with a Bolt Pistol & Close Combat Weapon.

Heavy Weapons: One Scout Marine in each unit (not Pack) maybe armed with a Heavy Bolter (+15 points), Missile Launcher (+20 points) or a Autocannon (+20 points).

Assault Weapons: One Scout Marine in each Pack maybe armed with a Sniper Rifle (+5 points) or a Bolter or Shotgun for no additional points cost.

Grenades: Scout Marines may purchase grenades from the Armoury List below.

Infiltrator: The model may start the game as Hidden, allowing them to go on Overwatch in the first turn.

Move Through Cover: When moving through Difficult Terrain, Scout Marines may roll 3D6 and pick the dice with the highest score.

Space Marine Armoury

Models can have up to two single-handed weapons or a single-handed weapon and a two-handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Bolt Pistol 1 point

Close Combat Weapon  1 point

Plasma Pistol  15 points

Lightning Claw (Single)  25 points

Lightning Claw (Pair, count as two choices) 30 points

Power Fist  25 points

Power Weapon  15 points

Storm Shield  10 points

Thunder Hammer  30 points

Two-Handed Weapons

Bolter  2 points

Combi-Weapons:

Bolter-Flamer  10 points

Bolter-Grenade Launcher 10 points

Bolter-Plasma Gun 15 points

Bolter-Meltagun  15 points

Storm Bolter 5 points

Wargear

Artificer Armour 20 points

Auspex Scanner 2 points

Bionic Replacement 10 points

Jump Pack 20 points

Master-Crafted Weapon 15 points

Purity Seals 5 points

Grenades

Frag Grenades 1 point

Krak Grenades 2 points

Anti-Plant Grenades 2 points

Blind / Smoke Grenades 2 points

Choke Grenades 2 points

Hallucinogen Grenades 5 points

Photon Flash Grenades 3 points

Plasma Grenades 4 points

RAD Grenades 6 points

Tanglefoot Grenades 2 points

Meltabombs  5 points

[1] When rolling to hit with any type of Plasma weaponry, if a 1 is rolled then the weapon gets exceedingly hot. Roll a D6 and divide by 2 (rounding up), this number is the number of turns the weapon cannot be used for.

[2] Models hit by Lightning Claws may not make an Armour Saving Throw. In addition you may re-roll any failed To Wound rolls once per turn when using Lightning Claws.

A Power Fist doubles the user's Strength score (up to a maximum of 10) when being used in Close Combat. In addition models hit by a Power Fist may not make any Armour Saving Throw. Due to the weight the model using the Power Fist in Close Combat counts as having an Initiative of 1.

[4] Models hit by a Power Weapon (Sword, Axe, Knife) may not make an Armour Saving Throw.

[5] A model armed with a Storm Shield gains a 4+ Invulnerable Sv in Close Combat only.

[6] Models hit by a Thunder Hammer in Close Combat are automatically Stunned unless they are taken Out of Action or Killed.

[7] Only one weapon may be fired per turn from a Combi-Weapon.

[8] A model wearing Artificer Armour changes their Sv to 2+.

[9] A model with an Auspex Scanner doubles their Initiative Value when detecting Hidden models.

Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

A model equipped with a Jump Pack may move 12 inches in the Movement phase and ignore terrain. If they land in Difficult Terrain roll a D6, on a 1 the model is treated as being Stunned.

One weapon belonging to a model may be classified as Master-Crafted. Master-Crafted weapons allow the model to re-roll their to-hit roll with that weapon each turn.

Purity Seals allow a model to move six inches as a Follow Up move after winning a Close Combat.

Consult the Grenades section in THE BATTLE section for rules on using grenades.

Available Skills

When selecting skills for Space Marine models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Vet Sergeant A A A 2 2

Sergeant A A 2 2 1

Upgraded Models 3 3 2 2 1

Space Marine Unit Special Rules

"..And They Shall Know No Fear.."  When required to take a Leadership Test, a Space Marine may re-roll their failed test once. The second result, no matter what it is, must be used. This also applies to Rout Tests.

Hard To Kill When rolling for injuries at the end of a battle, Pack models are only killed if a 1 is rolled on a D6 instead of the usual 1 or 2.

Imperial Guard Unit

An Imperial Guard unit is lead by a Sergeant with the remainder being Guardsmen. You can purchase an Imperial Guard unit from the rules below. The minimum number of models in an Imperial Guard unit is 4 while the maximum number of models is 16.

Leader Model WS BS S T W I A Ld Sv

Sergeant 3 3 3 3 1 3 1 7 5+

Points Cost: 6 points

Weapons: A Sergeant comes armed with a Lasgun or a Las-Pistol & Close Combat Weapon.

Options: The Sergeant maybe upgraded to a Veteran Sergeant for +10 points. This upgrades the models A & Ld scores by +1.

Armoury: Sergeants and Veteran Sergeants may purchase weaponry & equipment from the Armoury List below.

Vox-Caster Set: A Sergeant may purchase a Vox-Caster set for 5 points. All models equipped with a Comm-Link may use the Sergeant's Ld score when making a Ld test so long as the Sergeant model is still on the board.

Pack Models WS BS S T W I A Ld Sv

Guardsmen 3 3 3 3 1 3 1 7 5+

Points Cost: 6 points each

Pack Size: The minimum Pack size of Guardsmen is 3 and the maximum Pack Size is nine.

Weapons: Each Guardsman is armed with a Lasgun.

Storm Troopers: You may upgrade a single Pack of standard Guardsmen to Storm Troopers for an additional +6 points per model. Storm Troopers increase their BS & Ld scores by +1, in addition their Sv score is improved to 4+ by Carapace Armour fitted with Targeters. Models upgraded to Storm Troopers come armed with a Hellgun and Frag Grenades but they may swap their Hellgun for a Hell-Pistol and Close Combat weapon for no extra cost. A Storm Trooper Pack may not purchase Heavy Weapons.

Hardened Veterans: You may upgrade a single Pack of standard Guardsmen to Hardened Veterans for an additional +4 points per model. Hardened Veterans increase their BS & Ld scores by +1. Hardened Veterans may re-roll one failed Leadership Test per turn, this does not include any Rout Tests that need to be taken. In addition Hardened Veterans may be armed with a Autogun at no additional cost; close combat weapon and a Laspistol or autopistol for +1 points; shotgun for +1 points or a single Sniper rifle for + 5 points.

Heavy Weapons: Two Guardsmen in each Pack maybe formed into a Heavy Weapon Team armed with a Heavy Bolter (+10 points), Missile Launcher (+15 points), Lascannon (+20 points), Autocannon (+15 points) or Mortar (+15 points). The Heavy Weapon team members must stay within 2 inches of one another. If one member of the team is Pinned, Stunned or removed from the game then the other model may still fire the weapon however the player must roll 4+ on a D6 first. This will continue until the second model is able to continue in the game.

Assault Weapons: One Guardsman in each Pack maybe armed with a Flamer (+3 points), Meltagun (+8 points), Plasma Gun (+8 points),or a Grenade Launcher (+8 points).

Grenades: Guardsmen may purchase grenades from the Armoury List below.

Comm-Link: Each Guardsman may purchase a Comm-Link for 1 point. A Comm-Link allows a Guardsman to use the Ld score of any another model in the unit.

Imperial Guard Armoury

Models can have up to two weapons but only one of these may be a two-handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Bolt Pistol 3 points

Close Combat Weapon  1 point

Hellpistol  2 points

Laspistol  1 point

Plasma Pistol  15 points

Power Fist  25 points

Power Weapon  15 points

Two-Handed Weapons

Bolter  2 points

Combi-Weapons:

Bolter-Flamer  10 points

Bolter-Grenade Launcher 10 points

Bolter-Plasma Gun 15 points

Bolter-Meltagun  15 points

Storm Bolter 5 points

Lasgun 1 point

Shotgun 1 point

Wargear

Carapace Armour 5 points

Auspex Scanner 2 points

Bionic Replacement 10 points

Master-Crafted Weapon 15 points

Refractor Field 15 points

Targeter 1 point

Trademark Item 5 points

Grenades

Frag Grenades 1 point

Krak Grenades 2 points

Anti-Plant Grenades 2 points

Blind / Smoke Grenades 2 points

Choke Grenades 2 points

Hallucinogen Grenades 5 points

Photon Flash Grenades 3 points

Tanglefoot Grenades 2 points

Meltabombs  5 points

[1] When rolling to hit with any type of Plasma weaponry, if a 1 is rolled then the weapon gets exceedingly hot. Roll a D6 and divide by 2, this number is the number of turns the weapon cannot be used for.

A Power Fist doubles the user's Strength score (up to a maximum of 10) when being used in Close Combat. In addition models hit by a Power Fist may not make any Armour Saving Throw. Due to the weight the model using the Power Fist in Close Combat counts as having an Initiative of 1.

[3] Models hit by a Power Weapon (Sword, Axe, Knife) may not make an Armour Saving Throw.

[4] Only one weapon may be fired per turn from a Combi-Weapon.

[5] A model wearing Carapace Armour changes their Sv to 4+.

[6] A model with an Auspex Scanner doubles their Initiative Value when detecting Hidden models.

[7] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[8] One weapon belonging to a model may be classified as Master-Crafted. Master-Crafted weapons allow the model to re-roll their to-hit roll with that weapon each turn.

[9] A Refractor Field changes the model's Armour Saving Throw to 4+ and Invulnerable.

A Targeter gives the model a +1 to their dice roll when rolling to hit a target.

A Model equipped with a Trademark Item may re-roll their failed Rout Test each turn. The second result must be used even if it is worst than the first.

Consult the Grenades section in THE BATTLE section for rules on using grenades.

Available Skills

When selecting skills for Imperial Guard models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Veteran Sergeant 3 A 1 1 2

Sergeant 2 3 1 0 1

Upgraded Models 2 2 1 0 1

Ork Unit

An Ork unit is lead by a Nob with the remainder being Ork Boyz and Grots. You can purchase an Ork unit from the rules below. The minimum number of models in an Ork unit is 4 while the maximum number of models is 16.

Leader Model WS BS S T W I A Ld Sv

Nob 4 2 4 4 2 3 3 7 6+

Points Cost: 20 points

Weapons: A Nob comes armed with a Shoota or a Slugga & Choppa.

Armoury: A Nob may purchase weaponry & equipment from the Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Ork Boyz 4 2 3 4 1 2 2 7 6+

Points Cost: 9 points each

Pack Size: The minimum Pack Size of Ork Boyz is 3 and the maximum Pack Size is nine.

Weapons: Each Ork Boyz is armed with a Shoota or a Slugga & Choppa.

StormBoyz: You may upgrade a single Pack of standard Ork Boyz to StormBoyz for an additional +6 points each. StormBoyz come equipped with Frag Stikkbombz & a Jump Pack and are armed with a Slugga & Choppa. They may not purchase Heavy Weapons or Assault Weapons listed below.

Kommandos: You may upgrade a single Pack of standard Ork Boyz to Kommandos for an additional +1 point each. Ork Kommandos gain the following special rules:

Infiltrator: The model may start the game as Hidden, allowing them to go on Overwatch in the first turn.

Move Through Cover: When moving through Difficult Terrain, Kommandos may roll 3D6 and pick the dice with the highest score.

Kommandos may purchase Heavy & Assault Weapons as listed below.

Heavy Weapons: One Ork per Pack maybe armed with a Big Shoota (+8 points), Rokkit Launcha (+5 points)or a Burna (+6 points).

Grenades: Ork Boyz may purchase grenades from the Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Grots 2 2 2 2 1 2 1 5 None

Points Cost: 3 points each

Pack Size: The maximum Pack Size of Grots is eight, the minimum is four.

Weapons: Each Grot is armed with a Grot Blasta.

Living Shield: All Ork Models may use the NnnnnOoooooo... special rule when a Grot is within 6 inches of them. The damage must be allocated to the Grot as per the normal rules.

Better Footing: Ork models may re-roll the dice when moving through Difficult Terrain if a Grot model is in the same difficult terrain area.

Minimum Pack Size: If a Pack of Grots is reduced to less than 4 then the Pack is considered totally destroyed and removed from the roster sheet unless the player can purchase enough Grots to raise the number to or above 4 at the end of the game.

Counts As Half A Model: Each Grot counts as only half a model when working out the total number of models in an Ork Unit.

Easy To Kill: When rolling for injuries at the end of the battle, Grots will be killed on the roll of a 1, 2 or 3.

Ork Armoury

Models may have up to two single-handed weapons, or one single-handed weapon and one two-handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Choppa 2 points

Power Claw  25 points

Slugga  1 point

Two-Handed Weapons

Big Shoota  12 points

Kombi-Weapon:

Shoota/Rokkit Launcha 5 points

Shoota/Skorcha 8 points

Rokkit Launcha 8 points

Shoota 2 points

'Uge Choppa 10 points

Wargear

Ammo Runt 4 points

Attack Squig 6 points

Big Horns / Iron Gob 6 points

Bionik Replacement 10 points

Bosspole  3 points

Cybork Body 10 points

'Eavy Armour 8 points

Kustom Job:

More Dakka 4 points

Blasta  3 points

Shootier  2 points

Jump Pack 25 points

Mega Armour 30 points

Mega Boosta (Mega Armour Only) 10 points

Stikkbomb Chucka (Mega Armour Only) 1 point

Grenades

Frag Stikkbombz 1 point

Krak Stikkbombz 2 points

No Green Stuff Stikkbombz 2 points

Smoky Stikkbombz 2 points

Choky Stikkbombz 2 points

Mind Gamez Stikkbombz 5 points

Tankbusta Bomb 5 points

[1] All Armour Saves better than 4+ (i.e. 3+ or 2+) of models wounded by an Ork armed with a Choppa are made at 4+.

[2] A Power Klaw doubles the user's Strength score (up to a maximum of 10) when being used in Close Combat. However due to the weight the model using the Power Klaw in Close Combat counts as having an Initiative of 1. Power Klaws negate Armour Saving Throws.

[3] Only one weapon may be fired per turn from a Kombi-Weapon.

[4] A 'Uge Choppa adds +2 to the user's Strength score when being used in Close Combat. However due to the weight the model using the 'Uge Choppa in Close Combat counts as having an Initiative of 1.

[5] An Ammo Runt allows the Ork model to re-roll any failed To-Hit rolls when shooting.

The Ammo Runt does not count towards the total number of models in the unit and must stay within 2 inches of the model that purchased him. The Runt has the following statistics and is not armed with any weapons.

WS BS S T W I A Ld Sv

2 0 2 2 1 2 1 5 None

[6] An Attack Squig may make attacks in Close Combat. It must stay within 2 inches of the model that purchased him. It does not count towards the total number of models in the unit.

WS BS S T W I A Ld Sv

3 0 3 3 1 4 2 3 6+

[7] An Ork with Big Horns/Iron Gob may add +1 to their Ld score when making a Rout Test.

[8] Models may only purchase a Bionik Replacement if they have had limb(s) amputated. The Bionik replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[9] A Bosspole allows an Ork to re-roll once any failed Leadership tests excluding Rout Tests.

An Ork with a Cybork Body may improve their Armour Saving Throw to 3+ but may not Force March.

'Eavy Armour allows an Ork to improve their Armour Saving Throw to 4+.

The main shooting weapon of the Ork is improved with a More Dakka Kustom Job. The weapon is now considered to be an Assault 2 weapon type. This kustom job maybe combined with the other Kustom Job types.

The main shooting weapon of the Ork is improved with a Blasta Kustom Job. The weapon has an AP of 3 when shooting at targets within 12 inches and an AP of 2 when shooting at targets within 6 inches. However the weapon can get exceedingly hot, if a 1 is rolled when rolling To Hit then the weapon can not be used for D3 turns. This kustom job maybe combined with the other Kustom Job types.

The main shooting weapon of the Ork is improved with a Shootier Kustom Job. The weapon's Strength score is increased by 1. This kustom job maybe combined with the other Kustom Job types.

A model equipped with a Jump Pack may move 12 inches in the Movement phase and ignore terrain. If they land in Difficult Terrain roll a D6, on a 1 the model is treated as being Stunned.

The Ork is covered in Mega Amour that improves their Armour Saving Throw to 2+ and comes with a built in Shoota and Power Klaw, however the speed of the Ork is reduced. When an Ork in Mega Armour moves they must always roll 2 dice and choose the highest; there is no extra penalty when moving in Difficult Terrain for an Ork in Mega Armour. Orks in Mega Armour may never infiltrate, purchase a Jump Pack, Force March, or use Grenades. The Shoota may be upgraded to a Kombi Weapon or modified with Kustom Jobs only.

A Mega Boosta allows an Ork in Mega Armour to roll 3 Dice instead of 2 Dice when moving.

An Ork in Mega Armour may use Grenades if they purchase a Stikkbomb Chucka.

Consult the Grenades section in THE BATTLE section for rules on using grenades.

Available Skills

When selecting skills for Ork models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Nob A 2 A 3 2

Upgraded Models A 2 3 2 1

Ork Unit Special Rules

Safety In The Mob: If a single Ork model fails a Leadership test it may make another roll to attempt to pass the test. First count the number of Ork models the testing model can draw a Line of Sight to (this does not include Grots or Stunned Orks) then roll 2D6. Subtract 1 from the die roll if one of the Ork models in Line of Sight is an Ork Nob (do not subtract anything if it is the Ork Nob that failed the Leadership test). The Ork needs to roll under or equal to the number of Orks it can draw a Line of Sight to. If the roll is successful then the Leadership test is considered past, if the roll is unsuccessful then the Ork fails the Leadership test

Power of Waaagh!: Ork models may use the power of the Waaagh! when charging into Close Combat. Make a Leadership test before moving the Ork model. If the test is unsuccessful the Ork may use the "Safety In The Mob" special rule to allow a second test; if this still fails then the Ork's Initiative value remains the same. If the test is successful then the Ork will double their Initiative value for the entire Close Combat with the target model(s).

Grot Packs: If a Grot Pack must make a Leadership test you may use the Leadership value of the closet non-stunned Ork within Line of Sight of the Grots being tested. If no Ork is within Line of Sight then use the Grot's Leadership value. Grots that fail their Leadership test run and hide and are considered Out of Action for the rest of the game however they do not roll for Injuries following the game. They are considered to be found later on and only slapped around a little bit.

Tau Unit

A Tau unit is lead by a Shas'ui with the remainder being Fire Warriors (Shas'la) or former Imperial Guardsmen (Gue'Vesa). You can purchase a Tau unit from the rules below. The minimum number of models in a Tau unit is 3 while the maximum number of models is 16.

Leader Model WS BS S T W I A Ld Sv

Shas'ui 2 3 3 3 1 2 2 8 4+

Points Cost: 20 points

Weapons: A Shas'ui comes armed with a Pulse Rifle or a Pulse Carbine.

Armoury: A Shas'ui may purchase weaponry & equipment from the Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Shas'la (Fire Warriors) 2 3 3 3 1 2 1 7 4+

Points Cost: 10 points each

Pack Size: The minimum Pack Size of Shas'la is 2 and the maximum Pack Size is ten.

Weapons: Each Shas'la is armed with a Pulse Rifle.

Pathfinders: You may upgrade a single Pack of standard Shas'la to Pathfinders for an additional +2 points each. Pathfinders come armed with Pulse Carbines fitted with Markerlights and the following special rules.

Infiltrator: The model may start the game as Hidden, allowing them to go on Overwatch in the first turn.

Stealth Suits: You may equip a single Pack of standard Shas'la with Stealth Suits however if this is done then the maximum Pack size drops to five.

This costs an extra 20 points per model. Models in Stealth suits come equipped with a Jump Pack and a Burst Cannon. Each model's Strength, Attacks and Ld scores are increased by +1 and their Sv is improved to 3+. Models in Stealth suits can double their Initiative value when attempting to spot hidden models. The stealth suit itself hides the wearer from detection. All models attempting to shoot at a Tau warrior in a Stealth suit must roll as if it was at night (range is 2D6x2 inches) and if the Night Fight rules are being used then halve the result rolled. Models in Stealth Suits also gain the following special ability.

Infiltrator: The model may start the game as Hidden, allowing them to go on Overwatch in the first turn.

Models in Stealth Suits may not purchase Grenades.

Grenades: Pack models may purchase grenades from the Armoury List below.

Pack Models WS BS S T W I A Ld Sv

Gue'Vesa (Human Allies) 3 3 3 3 1 3 1 7 5+

Points Cost: 6 points each

Pack Size: The minimum Pack Size of Gue'Vesa is 2 and the maximum Pack Size is ten.

Weapons: Each Gue'Vesa is armed with a Lasgun but may upgrade to a Pulse Rifle or Pulse Carbine for +3 points each..

Traitors: Any Imperial Guard model will hit a Gue'Vesa model on a 3+ in close combat regardless of the number needed.

Assault Weapons: One Gue'Vesa in each Unit (not Pack) maybe armed with captured Imperial Weaponry, either a Flamer (+3 points), Meltagun (+8 points), Plasma Gun (+8 points),or a Grenade Launcher (+8 points).

Grenades: Pack models may purchase grenades from the Armoury List below.

Tau Armoury

No model may be given the same item of Wargear twice.

Hard-Wired Support Systems

Hard-Wired Multi-Tracker 10 points

Hard-Wired Target Lock  7 points

Hard-Wired Blacksun Filter 3 points

Hard-Wired Drone Controller 2 points

Drones

Gun Drone (Must Have Drone Controller) 10 points

Shield Drone (Must Have Drone Controller) 15 points

Other Items

Bonding Knife (One Per Unit Only) 10 points

Bionic Replacement 10 points

Grenades

Photon Grenades 1 point

EMP Grenades 2 points

Anti-Plant Grenades 2 points

Confusion Grenades 2 points

Gas Grenades 2 points

[1] A model equipped with a Multi-Tracker may fire their weapon twice in one turn at two different targets. They may not fire twice at the same target.

[2] A Target Lock allows a model to add +1 to their dice roll when rolling To-Hit.

[3] When fighting at night, a Blacksun Filter allows the model to double the distance they can see (i.e. 2D6x2 inches doubled)

[4] A Drone Controller allows a model to control Drones that are added to the unit. The model can control up to 4 Drones with a single controller. The Drones must be purchased separately and can be of any configuration. Drones do not have to keep in close proximity to the controller and may operate independently. Purchased Drones are grouped into a single Pack on the roster sheet.

[5] A Gun Drone is armed with Twin-Linked Pulse Carbines and a Jump Pack. It has the following statistics:

WS BS S T W I A Ld Sv

2 2 3 3 1 4 1 n/a 4+

Drones may fight in Close Combat like any other model. Drones automatically pass all Leadership tests they are required to make. They may never be used for Rout Tests. If any Tau model is within 6 inches of a Drone they may use the NnnnnOoooooo... Special rule. Drones may not roll on the Pack Advancement Table.

[6] Drones may fight in Close Combat like any other model. A Shield Drone has no weapons; instead it carries a powerful shield generator and a Jump Pack. It has the following statistics:

WS BS S T W I A Ld Sv

2 0 3 3 1 4 1 n/a 4+ (I)

Drones automatically pass all Leadership tests they are required to make. They may never be used for Rout Tests. If any Tau model is within 6 inches of a Drone they may use the NnnnnOoooooo... Special rule as many times during the game as needed. The armour saving throw for this type of Drone is Invulnerable. Drones may not roll on the Pack Advancement Table.

[7] Only one Bonding Knife can be purchased per unit. A Bonding Knife allows a Tau unit to re-roll a failed Rout Test once per turn no matter which model's Leadership is used (except for Drones who cannot take Rout Tests).

[8] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[9] Consult the Grenades section in THE BATTLE section for rules on using grenades.

Available Skills

When selecting skills for Tau models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader A 1 2 2

Upgraded Models 1 3 1 1 1

Tau Unit Special Rules

Markerlights: If a model is armed with a Markerlight they may use this instead of shooting in the shooting phase. The Markerlight has a range of 36 inches and is a Heavy 1 weapon type. Roll To Hit as normal with a Markerlight. If the To-Hit roll is successful then the target is considered Marked. All other models in the Tau unit, including Drones, which have not fired yet and have a Line of Sight to the target, can fire their weapons and only need to roll 2+ to hit regardless of their BS. MarkerLights cannot be used when a model is on Overwatch.

Pulse Carbines: Models that are wounded by a Pulse Carbine will be PINNED even if they did not have to roll on the Damage Table.

Necron Unit

A Necron unit is made up of Warriors, with some of them mounted on Destroyer bodies. Unlike other units the Necrons have no identified Leader, instead they are programmed before they leave the Tomb for the mission and all Wargear is purchased for the mission; then once the mission is over all Wargear is removed from the roster and the points spent are recovered. The minimum number of models in a Necron unit is 4 and the maximum number of models is 12.

Pack Models WS BS S T W I A Ld Sv

Warriors 4 4 4 4 1 2 1 10 3+

Points Cost: 18 points each

Pack Size: The minimum Pack Size of Warriors is 1 and the maximum Pack Size is twelve.

Weapons: Each Warrior is armed with a Gauss Flayer.

Destroyers: You may upgrade a single Pack of standard Warriors to Destroyers for an additional +32 points each. Destroyers are mounted on a skimmer base that gives them the abilities of a Jump Pack. They are armed with a Gauss Cannon and have their Toughness score increased to 5.

Scarab Swarm: A Scarab Swarm can accompany a unit of Necrons into battle. They cost 12 points per base and have the following statistics:

WS BS S T W I A Ld Sv

2 0 3 3 3 2 3 10 5+

A Necron player can purchase a number of Swarms equal to 25% of the number of models in the unit. They are also subject to the following special rules:

Fearless: Scarab Swarms pass all Leadership tests automatically. You may not take Rout Tests on Scarab Swarms.

Jump Pack: Scarab Swarms move as if they had Jump Packs, however they can still Hide.

Vulnerable: Scarab Swarms hit by Blast weapons will suffer double the number of wounds.

Small Target: Scarab Swarms may increase their cover save to 3+ when in difficult terrain.

No Improvements: You may not increase the statistics of Scarabs or can they have skills.

Necron Armoury

Wargear is purchased for Packs rather than for an individual model(s). The costs are therefore dependent on how many models are in the Pack that will gain the wargear item. When purchasing a Wargear item you must multiply the cost below by the number of models in the Pack. No item may be purchased more than once for the entire unit and only standard Warrior Packs may purchase Wargear (not Destroyers or Scarabs Swarms). Also only one wargear item can be purchased per pack.

Tomb Gifts

Chronometion 10 points

Gaze of Flame  15 points

Lightning Field  25 points

Nightmare Shroud  30 points

Phase Shifter  30 points

Phylactery  15 points

Resurrection Orb  40 points

Solar Pulse  20 points

Veil of Darkness  60 points

[1] A model(s) with this Wargear item may move their full movement distance when making a Follow Up move after Close Combat.

[2] Enemy model(s) that charge a Model(s) with Gaze of Flame lose their +1 Attack for charging.

[3] Necron Model(s) with a Lightning Field will inflict a single Strength 3 (No AP) hit on an enemy model(s) that is in close combat with them and scores a wound(s). The attack is made after all attacks have been made.

[4] The Nightmare Shroud will cause any enemy model within 12 inches of a Necron with this wargear item to be Pinned as per the description in the Damage Table.

[5] A Model(s) with a Phase Shifter have a 4+ Invulnerable saving throw.

[6] When a Necron Model(s) is taken Killed it may attempt to Self-Repair at the start of the Necron turn. Roll for the result on the following table instead of the usual Self Repair rule.

D6 Roll Result

Model(s) is taken Out Of Action

Model is Pinned.

Model Is Unaffected

[7] With a Resurrection Orb all Necrons on the battlefield can attempt self-repair even if they were damaged by weaponry whose Strength is twice the Toughness of the Necron or a Close Combat Weapon that allows no Armour Save.

[8] The Solar Pulse allows a Necron model(s) at the start of a turn to negate the effects of Fighting at Night. For the whole Necron turn the rules for determining distance at Night are not used. This does not allow an enemy model to spot any Necron units and they must still roll for distance in their turn.

[9] A Necron Model(s) may teleport around the battlefield in their movement phase instead of making a normal move. Treat the model(s) as if they had Jump Packs (move 12 inches and ignore terrain). The model(s) may not appear inside any terrain piece, even buildings. This item maybe used even if the model is in close combat, the model is moved out of the close combat and does not suffer an automatic hit for leaving the close combat.

Necron Unit Special Rules

No Leader: Since no Necron model is a Leader, no Necron model may use the Injury Table or Leader Advancement Tables. If a Breaking The Mould result is rolled, re-roll the result. All Necron models use the Pack Injury rules (1 or 2 on a D6 and they are removed from the roster).

Self-Repair: When a Necron model is taken Out of Action, the Necron can attempt

to Self-Repair at the beginning of the next turn. Leave the Necron model on the table and roll a D6, if the result is 4+ then the Necron model stands up unaffected. Necron models may not attempt Self-Repair if they were hit by a weapon that has a Strength twice the Toughness of the Necron or if the Necron was hit by a weapon in Close Combat that does not allow Armour Saving Throws. Necron models that are Killed may not attempt Self-Repair.

Phase Out: If the Necron unit is reduced to 25% of it's original number then it will phase out and the opponent is the winner of the scenario regardless of the scenario rules.

All Necron models in the unit, except Scarabs contribute to the original number.

Gauss Weapons: Gauss Weapons will automatically wound if a 6 is rolled during the To-Wound roll.

Tomb Gifts: Prior to any battle, the Necron collective assesses the objective and assigns wargear to various Necron warriors that will assist in winning the scenario. Before every battle the Necron player may purchase Wargear items from the list above using their Points Pool.

After every battle the Necron player removes all wargear items from their roster and gains back the points they spent, which are put back in their Points Pool. If a Necron Pack is Killed in the game or is removed from the roster when rolling for Injuries then any Wargear item they had is lost and no points may be recovered for that item. This return of points is done after rolling for injuries.

Skills & Advances: You may roll for advances and skills for Necron Packs as per normal.

Tyranid Unit

A Tyranid unit is made up of the standard Gaunt species with a mutated version of a Gaunt as the natural Leader. Some of the Pack could also be mutated into Hormagaunts or Gargoyles. The minimum number of models in a Tyranid unit is 5 while the maximum number of models is 16.

Leader Model WS BS S T W I A Ld Sv

Mutated Gaunt 3 3 3 3 1 4 1 5 6+

Points Cost: 4 points

Mutations: The Gaunt may be mutated by the following Biomorphs. Biomorphs can be purchased at any time and not just at the creation of a Leader model.

Leaping + 3 points The Gaunt may make a 12 inch charge into close combat (or double the distance rolled for difficult terrain) and move 6 inches as a Follow Up move after close combat.

Winged + 4 points The Gaunt may move as if it had a Jump Pack.

Adrenal Glands WS +1 pt The Weapon Skill of the Gaunt is increased by +1.

Enhanced Senses +2 pts. The Ballistic Skill of the Gaunt is increased by +1.

Toxin Sacs +2 points The Strength of the Gaunt is increased by +1.

Adrenal Glands I +1 pt The Initiative of the Gaunt is increased by +1.

Hive Node +10 point The Leadership of the Gaunt is increased to 10 and becomes a Synapse Creature.

Extended Carapace +1 pt The Sv of the Gaunt is improved to 5+.

Bio-Weapons: The Gaunt must be armed with one of the following weapons:

Spinefists +1 pt (+2 pt if Toxin Sacs are present)

Devourer +2 pts (+4 pts if Toxin Sacs are present)

Fleshborer +3 pts (+5 pts if Toxin Sacs are present)

Scything Talons +2 pts

Deathspitter +8 pts (+10 points if Toxin Sacs are present)

Barbed Strangler +10 pts (+15 pts if Toxin Sacs are present)

Biomorph Enhancements: The Gaunt may be mutated to include Flesh Hooks for +1 point, Implant Attack for +2 points, Bio-Plasma Attack for +4 points or Acid Blood for +10 points. Biomorphs Enhancements can be purchased at any time and not just at the creation of a Leader model.

Hive Mind Powers: If a Gaunt is given a Hive Node it may purchase one of the following Hive Mind Powers. Psychic Scream for + 15 points, Catalyst for +10 points, Warp Blast for +20 points or Warp Field for +25 points. Hive Mind Powers can be purchased at any time and not just at the creation of a Leader model.

Pack Models WS BS S T W I A Ld Sv

Termagant 3 3 3 3 1 4 1 5 6+

Points Cost: 7 points each

Pack Size: The minimum Pack Size of a Termagant is 5 and the maximum Pack Size is 15.

Weapons: Each Termagant is armed with a Fleshborer.

Hormagaunts: You may upgrade a single Pack of standard Termagants to Hormagaunts for an additional +3 points each. Hormagaunts increase their WS by +1 and decrease their BS to 0. They are no longer armed with a Fleshborer, instead they are armed with Scything Talons. Hormagaunts have the following special rule.

Bounding Leap: The model moves six inches as normal in the movement phase but may make a 12-inch charge into close combat (or double the distance rolled for difficult terrain). They may also move 6 inches as their Follow Up move after close combat.

Gargoyles:  You may upgrade a single Pack of standard Termagants to Gargoyles for an additional +3 points each. Gargoyle models all have wings that count as Jump Packs. They may are armed with a Fleshborer and a Bio-Plasma Attack.

Rippers: A Ripper Swarm can accompany a Pack into battle. They cost 12 points per base and have the following statistics:

WS BS S T W I A Ld Sv

3 0 3 3 3 1 3 10 6+

A Tyranid player can purchase a number of Swarms equal to 25% of the number of models in the unit. They are also subject to the following special rules:

Fearless: Ripper Swarms pass all Leadership tests automatically. You may not take Rout Tests on Ripper Swarms.

Vulnerable: Ripper Swarms hit by Blast weapons will suffer double the number of wounds.

Small Target: Ripper Swarms may increase their cover save to 3+ when in difficult terrain.

No Improvements: You may not increase the statistics of Ripper Swarms or can they have skills.

Available Skills

When selecting skills for Tyranid models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Mutated Gaunt A A A A A

Upgraded Models 3 3 3 3 3

Tyranid Unit Special Rules

Synapse Creature: The Leader model may have the Hive Node mutation that makes it a Synapse Creature. Only Leader models, or models that have Broken The Mould may purchase the Hive Node mutation. The Synapse Creature can influence Tyranid creatures up to 24 inches away. Any Tyranid creature inside of this Synapse Range (including the Synapse Creature itself) automatically pass all Leadership tests they are required to take, including Rout Tests.

If a Tyranid creature is outside of the Synapse range, either through fault or design, they must take a Leadership test. If failed then roll on the Instinctive Behaviour Table below.

D6 Result

Head Towards Synapse Creature (a)

Head Towards Nearest Cover (b)

Attack! (c)

(a)       The Tyranid creature must spend its movement phase moving towards the Synapse creature. If there are no Synapse creatures on the board then the Tyranid creature will move towards the nearest board edge. They may not shoot or charge into close combat for that turn.

(b)       The Tyranid creature must spend its movement phase moving towards the nearest terrain piece that will give them a cover save. They may not shoot or charge into close combat for that turn.

(c)       The Tyranid creature reverts to its basic instincts and moves to attack the nearest enemy model. The model must move towards the nearest non-Hidden enemy model in its movement phase and then again in the close combat phase (plus the shooting phase if they have the Fleet of Claw ability). If the Tyranid creature still fails to get into base-to-base contact with an enemy model then they are considered to have failed their charge.

Fast & Deadly: All Tyranid models may roll an extra D6 when rolling for movement through Difficult Terrain. If a triple is rolled on the dice then the model will suffer a wound, a saving throw is allowed to counter this wound but it may not be a cover save. If the cover save is failed then roll on the damage table using the 0 or less damage line.

Fleet Of Claw: All Tyranids creatures are super fast, they may move another D6 inches in the shooting phase if they do not shoot. Ignore penalties for difficult terrain. This move may not bring the Tyranid into base-to-base contact with an enemy model. Tyranid models that Force Marched may still use this ability.

Breaking The Mould: Tyranid units can roll on the Pack Advancement table as normal and if a 6 is rolled, upgrade one of the Pack models to a Leader type. Once this occurs the model can upgrade itself using the Mutations listing in the Mutated Gaunt rules. It may also purchase Biomorph Enhancements, new weaponry or Hive Mind Powers (only if it purchases the Hive Node mutation). All costs are at +2 their listed amount.

Tyranid Weapons: Tyranid weapons do not have a strength statistic, instead the strength of the model using the weapon is used and in some cases is modified either by plus or minus 1. Also all weapons have an X after their type. The X is equal to the number of Attacks the Tyranid creature has. So a Termagant with a Fleshborer would have a Strength 4 Assault 1 weapon. As a model increases in Strength and Attacks, so do their weaponry.

Limb Replacement: Unlike other races if a Tyranid model loses a limb (or eye) a new one can be crafted onto the creature. The cost for a new limb (or eye) is 10 points per limb (or eye). Unlike other races if a Tyranid model purchases a replacement eye then they may gain their 1 point lost from their BS.

Hive Mind Powers

Psychic Scream: Any enemy model that needs to make a Leadership test and is within 12 inches of this Tyranid model, must deduct 1 from the Leadership value.

Catalyst: The Synapse Creature can select one Pack that is in close combat within it's Line of Sight and apply this power to it. The unit will strike back in Close Combat even if the models are removed from the board before attacking in Initiative order.

Warp Blast: The Synapse Creature can direct a blast of warp energy during the shooting phase with a Range of 24 inches with a Strength of 5 and an AP of 3 (Assault 1 Blast). If the model makes a successful Leadership Test (this must be taken it is not automatically passed) the blast may be more focused (Range 18 inches, Strength 10, AP 2 Assault 1)

Warp Field: The Tyranid creature is shield by psychic energy giving it a 2+ save.

Biomorph Enhancements

Implant Attack: Enemy models that fail their saving throws in close combat have to roll double the number of times on the Damage Table as they would normally have to.

Flesh Hooks: The Tyranid creature is treated as having Frag Grenades. Also vertical Impassable Terrain (cliffs, walls etc) is treated as Difficult Terrain.

Bio-Plasma: The Tyranid creature can make 1 extra attack in close combat at double its Initiative value. The attack hits on a 4+ and has Strength equal to the Tyranid Creature's Strength +1 (No AP).

Acid Blood: The Tyranid creature has bio-acid as its blood. If the creature is Killed in close combat all models in base-to-base contact will suffer a wound automatically. Armour saves may be taken as normal but if failed then the Strength of the Attack is equal to the Tyranid creature that was Killed.

Dark Eldar Unit

A Sybarite, Dark Eldar warriors and some Warriors that have been gifted with Scourge Wings, make up a Dark Eldar unit. You can purchase a Dark Eldar unit from the rules below. The minimum number of models in a Dark Eldar unit is 3 while the maximum number of models is 14.

Leader Model WS BS S T W I A Ld Sv

Sybarite 4 4 3 3 1 5 2 8 5+

Points Cost: 14 points

Weapons: A Sybarite comes armed with a Splinter Rifle or a Splinter Pistol & a close combat weapon.

Armoury: A Sybarite may purchase weaponry & equipment from the Armoury List below.

Scourge Wings: If the unit includes a Pack of Scourges then the Sybarite may have Scourge wings for no cost.

Pack Models WS BS S T W I A Ld Sv

Warrior 4 4 3 3 1 5 1 8 5+

Points Cost: 8 points each

Pack Size: The minimum Pack Size of Dark Eldar Warriors is 2 and the maximum Pack Size is eight.

Weapons: Each warrior is armed with a Splinter Rifle.

Scourges: You may upgrade a single Pack of standard Warriors to Scourges for an additional +8 points each. Scourges come equipped with Scourge wings that count as Jump Packs. They are armed with Splinter Rifles; they may also purchase twice the number of Heavy Weapons of a standard Pack but may not purchase Assault weapons.

Heavy Weapons: One model in each Pack may purchase a heavy weapon (except Scourges where up to two models may purchase heavy weapons), which can be either a Dark Lance (+15 points) or a Splinter Cannon (+20 points).

Assault Weapons: One model in each Pack may purchase either a Shredder (+10 points) or a Blaster (+5 points).

Grenades: Pack models may purchase grenades from the Armoury List below.

Dark Eldar Armoury

Models may be given up to two-singled handed weapons, or a single -handed weapon and a two-handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Agoniser 20 points

Close Combat Weapon  1 point

Poisoned Blades  5 points

Power Weapon  15 points

Splinter Pistol  1 point

Two-Handed Weapons

Hellglaive  5 points

Punisher  20 points

Splinter Rifle  2 points

Wargear

Crucible of Malediction (One Per Unit Only) 20 points

Bionic Replacement 10 points

Combat Drugs 25 points

Hell Mask 5 points

Shadow Field (One Per Unit Only) 25 points

Soul Seeker Ammunition 10 points

Tormentor Helm 5 points

Trophy Rack 5 points

Grenades

Plasma Grenades 1 point

Haywire Grenades 2 points

Anti-Plant Grenades 2 points

Tormentor Grenades 2 points

Poison Gas Grenades 2 points

[1] When using an Agoniser roll To-Hit as normal however when rolling to Wound the Dark Eldar model only needs to roll a 4+ to wound regardless of the enemy models Toughness score. The Agoniser negates Armour Saving Throws.

[2] A Dark Eldar armed with Poisoned Blades will always wound on a 2+ when rolling To-Wound in close combat. If the model chooses to use this wargear item then they may not combine it with any other bonuses (+1 To Attacks for Charging, weapons that negate Armour Saving Throws, Plasma Grenades thrown before close combat etc)

[3] Models hit by a Power Weapon may not make an Armour Saving Throw.

[4] A Hellglaive is a two-handed weapon that does not allow any other weapon to be used with it. It maybe used as either a Splinter Rifle or a Close Combat Weapon but not both in the same turn. That is if the model uses it as a Splinter Rifle then they may not gain the +1 Strength bonus in close combat. If used as a Close Combat Weapon the model will gain a +1 to their Strength in the turn they charged into Close Combat.

[5] A Punisher is a two-handed weapon that does not allow any other weapon to be used with it. It counts as a Power Weapon and adds +1 to the models Strength score when used in Close Combat.

[6] This item affects only enemy models that have the Psychic Training skill. Instead of shooting the Dark Eldar player may open the Crucible. Any model on the board that has Psychic Training skill will be instantly Stunned. From then on if the enemy model wishes to use a Psychic Power they must halve their Ld score when testing.

[7] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[8] A Dark Eldar model may take combat drugs at the start of any assault phase. When taken the player may chose any number of options below:

a)     May make 12" assault move and 6" inch Follow Up move.

b)     +1 to the models WS

c)      +1 to the models Strength

d)     Always Strikes first in close combat regardless of cover or weapons.

e)     Re-roll any failed To-Hit rolls in close combat.

f)        +1 to the models A score.

Roll a D6 for each option selected. If a double is rolled on the dice then the model is instantly Stunned. If a triple is rolled then the model is taken Out of Action. You cannot be hurt if you select only one option. The combat drugs effect(s) last for one assault phase only.

[9] Enemy models in close combat with a Dark Eldar model equipped with this item must pass a Ld test in every round of close combat. If this test is failed then the enemy model must roll 6s to hit the Dark Eldar model.

A Shadow field provides a 2+ invulnerable saving throw. If the save is ever failed (a 1 is rolled) then the field is destroyed for good and a new one must be purchased.

The model may re-roll nay missed To-Hit rolls when shooting. In addition the target model may not make a Cover Save (if allowed). The ammuntion can only be used with a Splinter Pistol, Splinter Rifle, Tormentor Helm or a Hellglaive.

A model equipped with this item may add +1 to their A score in close combat even if using a Punisher or Hellglaive.

A Dark Eldar model with a Trophy Rack that Kills an enemy model in close combat may add +1 to their Ld score for the rest of the game. This can only be done once (no matter how many heads are removed).

Consult the Grenades section in THE BATTLE section for rules on using grenades. Plasma Grenades are identical to Frag Grenades and Haywire Grenades are identical to Krak Grenades. Tormentor Grenades work the same as Hallucinogen Grenades. Poison Gas Grenades work as per the rules for RAD grenades except that the area affected does not stay contaminated after the end of the turn.

Available Skills

When selecting skills for Dark Eldar models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader A 2 2 A 2

Upgraded Models A 1 1 3 1

Dark Eldar Unit Special Rules

Fleet of Foot: All Dark Eldar models may move D6 inches in the shooting phase if they choose not to shoot. This does not apply to Scourges. This movement is not affected by Difficult Terrain.

Pirates: Dark Eldar prefer to use hit and run attacks instead of sustain conflicts. In any scenario played the Dark Eldar are always the Attackers.

Capturing Prisoners: When rolling on the Injury table after the battle if the opposing player to the Dark Eldar player rolls a Dead result for any model the Dark Eldar player may substitute this for the Captured result.

Chaos Space Marine Unit

A Chaos Space Marine unit is lead by an Aspiring Champion and is made up of Standard Space Marines that can be equipped with Assault & Heavy weapons. Also, some of the Marines can be possessed by power of Chaos, becoming more evil. You can purchase a Chaos Space Marine unit from the rules below. The minimum number of models in a Chaos Space Marine unit is 3 while the maximum number of models is 12.

Leader Model WS BS S T W I A Ld Sv

Aspiring Champion 4 4 4 4 1 4 2 10 3+

Points Cost: 30 points

Weapons: An Aspiring Champion comes equipped with either a Bolter or a Bolt Pistol & Close Combat Weapon.

Armoury: An Aspiring Champion may purchase weaponry, equipment & Chaos Gifts from the Armoury List below.

Marks Of Chaos: An Aspiring Champion must select a Mark Of Chaos.

Pack Models WS BS S T W I A Ld Sv

Chaos Space Marine 4 4 4 4 1 4 1 9 3+

Points Cost: 15 points each

Pack Size: The minimum Pack Size of Chaos Space Marines is 2 and the maximum Pack Size is five.

Weapons: Each model is armed with a Boltgun or a Bolt Pistol & Close Combat Weapon.

Raptors: You may upgrade a standard Pack of Chaos Space Marines to Raptors for +13 points per model. Raptors come equipped with a Jump Pack and are armed with Bolt Pistols & Close Combat Weapons. They may not purchase Heavy or Assault weapons but up to two models in the Pack may exchange their Bolt Pistols for Plasma Pistols for +5 points each. In addition Raptors have the following special rule:

Fearsome Charge: Raptors that charge into close combat will cause fear. Enemy models must make an Ld test before they can attack in close combat. If the test is failed then they require 6s to hit the Raptor(s).

Heavy Weapons: One Marine in each unit (not Pack) maybe armed with a Heavy Bolter (+5 points), Missile Launcher (+10 points) or a Lascannon (+15 points).

Assault Weapons: One Marine in each unit (not Pack) maybe armed with a Flamer (+6 points), Meltagun (+10 points) or a Plasma Gun (+6 points).

Grenades: Chaos Space Marines may purchase grenades from the Armoury List below.

Nurglings: A Nurgling Base can accompany a Unit into battle. They cost 9 points per base and have the following statistics:

WS BS S T W I A Ld Sv

3 0 3 3 3 1 3 7 5(I)+

A Chaos Space Marine player can purchase a number of Bases equal to 25% of the number of models in the unit. They are also subject to the following special rules:

Fearless: Nurgling Bases pass all Leadership tests automatically. You may not take Rout Tests on Nurgling Bases.

Vulnerable: Nurgling Bases hit by Blast weapons will suffer double the number of wounds.

Small Target: Nurgling Bases may increase their cover save to 3+ when in difficult terrain.

No Improvements: You may not increase the statistics of Nurgling Bases or can they have skills

Invulnerable: Nurglings are made from the very fabric of the Warp so all their saves are Invulnerable.

Chaos Space Marine Armoury

Models may be given up to two-singled handed weapons, or a single -handed weapon and a two-handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Bolt Pistol 1 point

Close Combat Weapon  1 point

Plasma Pistol  15 points

Lightning Claw (Single)  25 points

Lightning Claw (Pair, count as two choices) 30 points

Power Fist  25 points

Power Weapon  15 points

Two-Handed Weapons

Bolter  2 points

Combi-Weapons:

Bolter-Flamer  10 points

Bolter-Grenade Launcher 10 points

Bolter-Plasma Gun 15 points

Bolter-Meltagun  15 points

Combi-Bolter  5 points

Wargear

Chaos Armour 20 points

Bionic Replacement 10 points

Jump Pack 20 points

Chaos-Crafted Weapon 15 points

Spiky Bits 5 points

Chaos Marks (Leader Model Must Purchase A Mark)

Mark of Chaos Undivided 5 points

Mark of Khorne 5 points

Mark of Nurgle 10 points

Mark of Slaanessh 5 points

Mark of Tzeentch 5 points

Chaos Gifts

Collar of Khorne (Mark Of Khorne Only)  30 points

Blight Grenades (Mark of Nurgle Only) 15 points

Nurgles Rot (Mark of Nurgle Only) 10 points

Plague Weapon (Mark of Nurgle Only) 5 points

Doom Siren (Mark of Slaanesh Only) 15 points

Disc of Tzeentch (Mark of Tzeentch Only) 15 points

Grenades

Frag Grenades 1 point

Krak Grenades 2 points

Blind / Smoke Grenades 2 points

Choke Grenades 2 points

Plasma Grenades 4 points

RAD Grenades 6 points

Meltabombs 5 points

[1] When rolling to hit with any type of Plasma weaponry, if a 1 is rolled then the weapon gets exceedingly hot. Roll a D6 and divide by 2 (rounding up), this number is the number of turns the weapon cannot be used for.

[2] Models hit by Lightning Claws may not make an Armour Saving Throw. In addition you may re-roll any failed To Wound rolls once per turn when using Lightning Claws.

A Power Fist doubles the user's Strength score (up to a maximum of 10) when being used in Close Combat. In addition models hit by a Power Fist may not make any Armour Saving Throw. Due to the weight the model using the Power Fist in Close Combat counts as having an Initiative of 1.

[4] Models hit by a Power Weapon (Sword, Axe, Knife) may not make an Armour Saving Throw.

[5] Only one weapon may be fired per turn from a Combi-Weapon.

[6] A model wearing Chaos Armour changes their Sv to 2+.

[7] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[8] A model equipped with a Jump Pack may move 12 inches in the Movement phase and ignore terrain. If they land in Difficult Terrain roll a D6, on a 1 the model is treated as being Stunned.

[9] One weapon belonging to a model may be classified as Chaos-Crafted. Master-Crafted weapons allow the model to re-roll their to-hit roll with that weapon each turn.

Models with Spiky Bits may re-roll ONE missed To-Hit roll in close combat per turn.

A model with this Mark of Chaos may re-roll a failed Rout Test every turn.

A model with this Mark of Chaos adds +1 to their Strength score. In addition they may purchase Chaos Gifts specifically for models with the Mark Of Khorne.

A model with this Mark of Chaos adds +1 to their Toughness score. In addition they may purchase Chaos Gifts specifically for models with the Mark Of Nurgle.

A model with this Mark of Chaos adds +1 to their Attacks score. In addition they may purchase Chaos Gifts specifically for models with the Mark Of Slaanesh.

A model with this Mark of Chaos automatically gain the Psychic Training skill and rolls once for a Psychic Power. In addition they may purchase Chaos Gifts specifically for models with the Mark Of Tzeentch.

A Collar Of Khorne protects the wearer from Psychic Powers. If a Psychic Power is used on a model with the Collar then roll a D6, on a 2+ the power fails to work.

Blight Grenades must be thrown in the Shooting phase. When used all models attacking the thrower will have their Attacks reduced by 1 to a minimum of 1.

Models that are in base-to-base contact with a model infected with Nurgles Rot will risk being infected themselves. At the end of the close combat roll a D6 for each model in base-to-base contact with the infected Nurgle model. On a 4+ the model takes a wound, an armour saving throw may be made to avoid the wound. If this is failed then the model must roll on the damage table using the Strength of the Nurgle model but WITHOUT reducing the Strength score with their Toughness. In other words the model will suffer a full strength attack.

Plague Weapons are infected and any wounds on non-Nurgle models in close combat will increase the dice roll on the Damage Table by +2.

[20] A Doom Siren can be used in the shooting phase only. It projects an attack with a Strength of D6 +4 and an AP6. Use the Tear Drop Shaped Template to determine how many models are hit. It is an Assault 1 weapon. Models hit can not take cover saves.

[21] A model mounted on a Disc of Tzeentch moves as if they had a Jump Pack however they will not be Stunned if they end their move in Difficult Terrain and roll a 1.

[22] Consult the Grenades section in THE BATTLE section for rules on using grenades.

Available Skills

When selecting skills for Chaos Space Marine models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader A A 2 1 2

Upgraded Models 3 3 1 1 1

Chaos Space Marine Unit Special Rules

Hard To Kill When rolling for injuries at the end of a battle, Pack models are only killed if a 1 is rolled on a D6 instead of the usual 1 or 2.

Eldar Unit

An Eldar unit is made up of Guardians (Defenders and Storm types) and lead by a Warlock. You can purchase an Eldar unit from the rules below. The minimum number of models in an Eldar unit is 3 while the maximum number of models is 15.

Leader Model WS BS S T W I A Ld Sv

Warlock 4 4 3 3 1 4 1 8 4(I)+

Points Cost: 11 points

Weapons: A Warlock comes armed with a Shuriken Pistol & a Close Combat Weapon. They may exchange their Close Combat Weapon for a Witchblade (+15 points) or a Singing Spear (+18 points). A Warlock wears Rune Armour which gives the model a 4+ Invulnerable Save.

Armoury: A Warlock may purchase equipment from the Armoury List below.

Psychic Powers: A Warlock comes with the skill Psychic Training. They must roll for a Psychic Power and may purchase additional Eldar Psychic Powers from the list below.

Pack Models WS BS S T W I A Ld Sv

Guardian 3 3 3 3 1 4 1 8 5+

Points Cost: 8 points each

Pack Size: The minimum Pack Size of Eldar Guardians is 2 and the maximum Pack Size is eight.

Weapons: Each warrior is armed with a Shuriken Rifle.

Storm Pack: You may change up to two Packs of standard Guardians to Storm Guardians. Storm Guardians are armed with Shuriken Pistols and Close Combat Weapons.

Rangers: Up may upgrade a single Pack of standard Guardians to Rangers. The maximum Pack size of Rangers is 4 and the minimum is 1. Rangers are armed with a Shuriken Pistol & an Eldar Long Rifle. They may not purchase Heavy weapons or Assault Weapons.

Rangers may increase their BS score by +1 and they also have the following special rules:

Came leonine Cloaks: Rangers inside of difficult terrain may improve their Cover save by +1 (they save on 3+ not 4+).

Infiltrator: The model may start the game as Hidden, allowing them to go on Overwatch in the first turn.

Move Through Cover: When moving through Difficult Terrain, Rangers may roll 3D6 and pick the dice with the highest score.

Heavy Weapons: Each Pack may purchase an Anti-Grav Platform that may mount a Heavy Weapon. The Anti-Grav Platform must stay within 2 inches of a member of the Pack. The weapon that can be mounted is a Bright Lance (+50 points), Scatter Laser (+40 points) or a Shuriken Cannon (+35 points).

Grenades: Pack models may purchase grenades from the Armoury List below.

Eldar Armoury

Models may be given up to two-singled handed weapons, or a single -handed weapon and a two-handed weapon. No model may be given the same item of Wargear twice.

Single-Handed Weapons

Shuriken Pistol 1 point

Close Combat Weapon  1 point

Two-Handed Weapons

Shuriken Rifle  2 points

Wargear

Ghost Helm  5 points

Spirit Stones 40 points

Runes of Witnessing 5 points

Runes o f Warding 10 points

Bionic Replacement 10 points

Eldar Psychic Powers

Embolden  10 points

Destructor 15 points

Enhance  15 points

Conceal  20 points

Grenades

Plasma Grenades 1 point

Haywire Grenades 2 points

Anti-Plant Grenades 2 points

Conceal Grenades 2 points

Psychic Grenades 5 points

Photon Flash Grenades 3 points

Tanglefoot Grenades 2 points

[1] This item can only be purchased by models with the Psychic Training skill. If the model fails their Ld test to use a Psychic Power they may roll a D6 and on a 4+ the power will work as normal.

[2] This item can only be purchased by models with the Psychic Training skill. The model may use two psychic powers in the shooting phase instead of only one. There is no modifier for using an additional power.

[3] This item can only be purchased by models with the Psychic Training skill. When the model makes their Ld test for using a Psychic Power they may roll 3D6 instead of 2D6 and discard the highest dice.

[4] This item can only be purchased by models with the Psychic Training skill. When another model on the board attempts to use Psychic Powers they must roll 3D6 instead of 2D6 and discard the lowest dice.

[5] Models may only purchase a Bionic Replacement if they have had limb(s) amputated. The Bionic replacement does not increase statistics but instead allows the model to move and fight without being crippled.

[6] This item can only be purchased by models with the Psychic Training skill. When the power is used every Eldar model may re-roll one failed Ld test until the start of the next Eldar shooting phase.

[7] This item can only be purchased by models with the Psychic Training skill. The model can project a psychic shooting attack. Use the Tear Drop Shaped template to determine how many models are hit. Models that are partially under the template will be hit on a 4+. Models that are hit will suffer a single attack at Strength 5 AP4. The attack is treated as an Assault 1 type.

[8] This item can only be purchased by models with the Psychic Training skill. When this power is used every Eldar model may increase their WS and I by 1 until the start of the next Eldar shooting phase.

[9] This item can only be purchased by models with the Psychic Training skill. When this power is used every Eldar model may make a cover save instead of their normal save until the start of the next Eldar shooting phase.

Consult the Grenades section in THE BATTLE section for rules on using grenades. Plasma Grenades are identical to Frag Grenades and Haywire Grenades are identical to Krak Grenades. Conceal Grenades work as per the rules for Smoke/Blind grenades and Psychic Grenades work the same as Hallucinogen grenades.

Available Skills

When selecting skills for Eldar models use the following table that shows how many skills they may have in each category. An A in the table allows the model to gain all skills in that category.

Combat Shooting Strength Agility Intelligence

Leader 3 2 A A

Upgraded Models 2 2 1 A 3

Eldar Unit Special Rules

Fleet of Foot: All Eldar models may move D6 inches in the shooting phase if they choose not to shoot. This movement is not affected by Difficult Terrain.

Farsight: When rolling for a scenario the Eldar player may re-roll the dice for another scenario if they choose to do so.

Scenarios

To play a game you need to determine a scenario. Scenarios give each player a clear guideline of what their objective is, the set up of the models and terrain and some special rules.

Scenario Special Rules

The following special rules are used in many of the scenarios below.

Hidden Setup: Models start the game Hidden as per the rules in THE BATTLE section.

Night Fighting: Models may only see a distance equal to 2D6x2 inches only. Enemy models do not automatically spot firing models.

Obstacles: A player may set up obstacles in an area to hinder the movement of enemy models. An area of obstacles is counted as Difficult Terrain but does not allow cover saves to be taken.

Random Game Length: When the 6th turn is completed the next player needs to roll a D6. On a 4+ the game continues for one full turn. When the 7th turn is completed the next player again rolls a D6. On a 5+ the game continues for one full turn. When the 8th turn is completed the game is officially over.

Reserves: Models are kept off the board until a player requires them. After the first turn a player may bring on models. Roll for each model wishing to enter the board via the player's deployment zone. Each model requires a 3+ to come on to the board.

Sentries: A player may set up on the board up to half the total number of models in their unit. These sentry models are placed not within 12 inches of the deployment zone of the opposing player and at least 6 inches between each sentry. Assign each table edge a number from 1 to 4. Each turn during the game, until the alarm is raised, the player controlling the sentries rolls a dice for each model. Move the sentry model half its normal movement distance towards the table edge that equals that number. Sentry models may climb terrain. If a 5 or a 6 is rolled the model does not move that turn. Sentry models will detect enemy models when they are within their Initiative value in inches. Once an enemy model has been detected the alarm has been raised and the controlling player may place the remainder of their force on table as per the scenario rules. Sentries that are Stunned or Pinned will sound the alarm while those taken Out of Action on the first turn of Ranged Combat or Close Combat will not.

Selecting A Scenario

Once you are ready to play a game roll on the table below to determine a scenario.

2D6 Roll Scenario

2 Player with the least number of models chooses.

3 Cleanse

4 Rescue

5 Break Through

6 Surprise

7 Chance Encounter

8 Hunt

9 Recon

10 Pig In The Middle

11 No Retreat No Surrender

12 Stand Your Ground

Attacker & Defender

To determine who is the attacker and who is the defender before a scenario is played each player rolls a D6. The highest roll may choose to be the Attacker or Defender. If a unit has a special rule about who is the attacker or defender then do not make a roll.

Battlefield Size

The size of the battlefield depends on the amount of space and terrain you have. Ideally 40K Skirmish battles should be played on a table the same size as your normal 40K games, however keep into mind that if have a lot of terrain you might want to reduce the size of the battlefield so the two units can actually make it into battle with each other.

Terrain

Lots of terrain makes a good game. It is more exciting when two units are battling through ruined buildings rather than open fields. Try to put as much terrain on the battlefield as possible and don't be afraid to mix terrain. A ruined church is just as good as a large hive building.

It is also good to make sure you define the terrain prior to a game. It can cause problems later when the piece of terrain you thought was open ground turns out to be a boggy marsh of difficult ground.

Terrain falls into three categories. Open, Difficult or Impassable. Open terrain does not hinder movement. Difficult Terrain slows down the movement of models and Impassable terrain completely blocks any movement.

The set up of the terrain should be done in a mutually agreeable manner. Some suggestions are that each player takes a turn to place a piece of terrain or one player sets up the terrain while the other may choose their deployment zone. However it is done the terrain should be set up and should not give one player any more advantages than the other.

Cleanse

Overview: You have been directed to an area of the planet where reports of an enemy unit are massing. You must destroy the entire enemy force while not sustaining heavy losses.

Scenario Special Rules: None

Deployment: The Attacker will deploy first on a side of the board chosen by them. The deployment zone is six inches onto the board for both players. The Defender must deploy their forces on the opposite side of the board. All opposing models must be at least 18 inches from each other.

Starting The Scenario: Each player rolls a D6 and the highest roll may choose to go first or second. This roll is only made once per game.

Ending The Scenario: The scenario is over once one side fails their Rout test and withdraws. Alternatively the scenario is over if one side is completely destroyed. The unit that remains on the table is declared the winner.

Rescue

Overview: Your unit has come under heavy enemy fire. You need to hold out until reinforcements arrive.

Scenario Special Rules: Random Game Length, Reserves

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: The defender must deploy at least half of their unit in the middle of the board. The models in the middle of the board may use some type of cover to protect themselves (sandbags, rubble walls etc).

The attacker then deploys their force no closer than 18 inches to the defenders squad.

Starting The Scenario: The attacker will get first turn and continue on for the rest of the game.

Ending The Scenario: The attacker will win the scenario if they manage to remove all the Defender's models (either Out of Action or Killed results). The defender will win if they manage to keep at least 25% of their starting number of models on the board when the game ends.

Reserves: The remaining forces of the Defender's unit are kept in reserve and will enter from a randomly determined table edge.

Bonus Points: Surviving The Battle - each defending model that survived the battle (not KILLED or taken OUT OF ACTION) will gain an additional 1 point for the units Points Pool.

Genocide - each attacking model will gain 1 point for the units Points Pool if the defending unit was all taken Out of Action or KILLED.

Break Through

Overview: Your unit is heading back to its pick up site when it encounters an ambush by an enemy unit. It is imperative that you break through with a minimum loss of life.

Scenario Special Rules: Night Fight, Sentries

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: The defender sets up their unit on a chosen side of the board and up to 12 inches from the edge. The attacker then places their sentries. The attacker's forces are kept off the board until the sentries raise the alarm. Once the alarm is raised the attacker deploys their unit on the opposite side of the board within 6 inches of the table edge.

Starting The Scenario: The defender will get the first turn for the entire game.

Ending The Scenario: The scenario will run for six turns only. The defender must get at least half their unit into the deployment zone of the attacker to win the game. If the attacker prevented this or the defender fails their Rout test then the attacker is the winner.

Bonus Points: Escape - each defending model that escaped (made it into the attacker's deployment zone) will gain an additional 1 point for the units Points Pool.

Surprise

Overview: While moving through a waste zone you happen upon another unit moving through the same area.

Scenario Special Rules: Random Game Length

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: The defender deploys their forces anywhere on the table. Each model maybe no closer than six inches to each other. The Attacking player then deploys within six inches of a randomly determined table edge.

Starting The Scenario: Each player rolls a D6 and the highest roll may choose to go first or second.

Ending The Scenario: If one unit fails its Rout test the remaining unit will win the scenario. If both units are on the board once the game ends then it is a draw.

Chance Encounter

Overview: Your unit has happened upon an abandoned bunker with a working data terminal that has been recording enemy activity in the area. You must get this data out of the area quickly.

Scenario Special Rules: Roll D6, on 4+ Night Fight is used. Random Game Length

Terrain: Both players should set up terrain pieces in a mutually agreeable manner. A building should be placed in the centre of the board which is where the data terminal is located. The building will only provide the defender with cover.

Deployment: The defender deploys their unit first in the centre of the table in or around the building. Select one individual model (Leader or Specialist only) that is in possession of the data terminal. Do not reveal this to the attacker.

The attacker may deploy their force anywhere on the table as long as the models are at least 18 inches from the defender's force.

Starting The Scenario: The defender will have first turn for the entire game.

Ending The Scenario: If the model carrying the data terminal manages to leave the table then the defender wins the scenario. If the model is taken Out of Action or Killed then the Attacker will win the scenario.

Bonus Points: Escape - if the defending player manages to get the data terminal off the table they will gain an additional 20 points for the units Points Pool.

Special Rules: The model chosen to carry the Data Terminal does so for the entire game. The Data Terminal may not be passed to another model. If the model with the Data Terminal is taken Out of Action and leaves the board then the attacker is the winner of the scenario.

Hunt

Overview: A very dangerous Leader has been located and must be killed. It is imperative that your unit does not fail.

Scenario Special Rules: Night Fight (on D6 roll of 4+), Hidden Setup (Attacker Only)

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: The Defender sets up their unit anywhere on the table. The Attacker sets up their unit within six inches of a randomly determined table edge.

Starting The Scenario: The attacker gets first turn for the entire game.

Ending The Scenario: The scenario is over once the Defender's Leader has been removed from the table. The Defender will win if the Attacker's unit fails their Rout test and withdraws.

Bonus Points: If the defender's Leader is taken Out of Action then the attacking player will receive 50 bonus points, if the Leader is Killed then the attacking player will receive 100 bonus points for their Points Pool.

Recon

Overview: Your unit has been sent in to determine the size of an enemy position. The idea is not to engage the enemy but instead to report back the information gained.

Scenario Special Rules: Hidden Set Up (Defender Only), Random Game Length

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: The Defender deploys their unit anywhere on the board with at least six inches between each model. The Attacker then deploys their unit within six inches of a randomly determined table edge.

Starting The Scenario: The Attacker will have first turn for the entire game.

Ending The Scenario: The Defender will win the game if they take all models Out of Action or Kill them, preventing information from travelling back to their HQ. Any other result is a win for the Attacker.

Pig In The Middle

Overview: While busy fighting an enemy unit from one direction you receive word that part of the same enemy group is coming from another direction.

Scenario Special Rules: Random Game Length

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: The Defender sets up their unit in the middle of the table. The whole group must be set up with a 12-inch circle.

The Attacker splits their unit into two and deploys one lot on one side of the table (within six inches) and the rest on the opposite side of the table (within six inches).

Starting The Scenario: The Attacker will have first turn for the entire game. The scenario will last a random length of time.

Ending The Scenario: If the Defender has at least 25% of their original number of models still on the board after the end of the game then they have won. Any other result is a win for the Attacker.

No Retreat No Surrender

Overview: Your orders have come through. Advance forward and take the area. Do not retreat.

Scenario Special Rules: Random Game Length

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: The Attacker will deploy first on a side of the board chosen by them. The deployment zone is six inches onto the board. The Defender must deploy their forces on the opposite side of the board. All opposing models must be at least 18 inches from each other.

Starting The Scenario: The Attacker will have first turn for the entire game. Both sides will not take Rout Tests. Both sides are not allowed to voluntarily withdraw.

Ending The Scenario: Simple, the last unit on the board is the winner. If the game ends before this then it is a draw.

Stand Your Ground

Overview: You have received word that the enemy is approaching to destroy the area you are guarding. Your orders are to stand firm and give not an inch to the enemy.

Scenario Special Rules: Obstacles

Terrain: Both players should set up terrain pieces in a mutually agreeable manner.

Deployment: The Defender must set up their force around a terrain piece on the board. This piece may be anywhere on the board but not within 12 inches of a table edge. The defender may set up obstacles also on the board (D6 of them).

The Attacker deploys their unit up to 12 inches on to the table from a randomly determined table edge.

Starting The Scenario: Each player rolls a D6 and the highest roll may choose to go first or second.

Ending The Scenario: The scenario is over when one side fails their Rout Test and withdraws from the area. The unit left on the table is the winner.

Bonus Points: Not An Inch Given - if the defender wins the scenario they will gain an additional 20 points for the units Points Pool.

THE BATTLE

Now that units have been created and a scenario has been determined it is time to commence the battle. This section will detail the basic rules that you use to play a game. Keep in mind that some of the units in the previous section have special rules that will modify the rules below.

Who Gets The First Turn

Each scenario will instruct you which player will go first.

Ending The Battle

As with who gets the first turn, the scenario will also instruct you on when the battle is over.

The Turn Sequence

Each player has a turn and in that turn they perform 4 steps. The first is Movement where the player may move all, some or none of their models. The second is Shooting all models that are within range of an enemy may fire their weapons. The third is Close Combat, any model within charging distance of an enemy model may charge in and attack with close combat weaponry. The fourth is a Rout Test; this is only done if a unit loses 25% of its members in that turn.

If you are playing a scenario with a set number of turns then a turn is considered over when both players have preformed these four actions.

The exception to this turn sequence is when a model fires while on Overwatch (see below).

Coherency

In Warhammer 40000 Skirmish Battles models do not have to be within a certain distance of each other to be able to move, shoot or attack in Close Combat. Pack models do not have to stay together and may be split up across the battlefield. The only time this does not apply is if a special rule in the unit listing requires models to maintain a certain distance from each other.

Movement

Each model moves 6 inches unless a special rule overrides this. Models may not move into base contact with enemy models in the Movement phase. If a model starts, ends or goes through an area of Difficult Terrain then they must take a Difficult Terrain test. Turning and facing a model does not count as Moving.

Jump Packs

Models that have Jump Packs may move 12 inches instead of the normal 6. They ignore all terrain as they move except if they land in difficult terrain. If a model with a Jump Pack lands in Difficult Terrain they must roll a D6; on a 1 the model is treated as being Stunned. Models with a Jump Pack may not Force March. A Jump Pack equipped model may make a 6-inch Follow up move after close combat instead of 3 inches. A model may choose not to use their Jump Pack, which means they will move their normal 6 inches and roll 2D6 when moving through Difficult terrain. Models with a Jump Pack may climb up to 12 inches with needing to roll so long as they are not inside the terrain piece.

Force Marching

A model may Force March which will double their movement rate, which for most models will be 12 inches. You may not Force March if there are enemy models within 18 inches. Models that choose to Force March may not shoot, go into Overwatch or Hide in the same turn. Models that were PINNED on their previous turn may not Force March.

A model Force Marching may not move into base contact with enemy models. If the model starts, end or goes through an area of Difficult Terrain they may not Force March.

Difficult Terrain

Models that start, end or go through difficult terrain must make a difficult terrain test. Roll 2 dice and use the highest result. Move the model, in inches, as far as was rolled on one dice. If the result is not enough to move the model into the difficult terrain then place it in contact with the difficult terrain piece and for all intents and purposes the model is considered to be in the difficult terrain. Models in difficult terrain get a cover save when being shot at but not if they are in close combat.

Climbing

A model may climb a terrain piece so long as it has not been classified as Impassable. It is assumed that these terrain pieces have stairwells, piles of debris, rocky outcroppings or some other way of allowing the model to move up or down. Models can climb up or down the same distance they move along on a difficult terrain test roll. When the model rolls their two dice for a difficult terrain test and for example they get a 6 as the highest number, they may move not only six inches horizontally but up to six inches vertically as well. There must be something for the model to stand upon when it moves up or down; they cannot float in mid air or climb walls like a spider.

Models on top of buildings are treated as if they were inside the building when being shot at, assaulted etc.

Overwatch

Overwatch is a special rule that allows a model to forgo their own turn in order to shoot during the opposing player's movement phase.

Setting Up Overwatch

At the start of the player's movement phase they must declare which models are going on Overwatch. Models that are PINNED or STUNNED or engaged in close combat may not be put on Overwatch. Models put on Overwatch may do nothing in their turn. Place a die or a suitable counter next to the model to indicate it is on Overwatch. The counter or die is left in place into the opposing player's turn.

Firing On Overwatch

A model on Overwatch may shoot during the opposing player's movement phase. Models on Overwatch will shoot at targets that are within their Line of Sight. Models may not throw Grenades as part of the Overwatch fire.

As soon as a model shoots its Overwatch counter is removed. Work out whether the shot hits and inflicts damage as per the normal rules then continue the opposing players movement phase. Models hit by Overwatch fire can still benefit from Cover Saves only if they are moving through Difficult Terrain (e.g.: through woods or buildings). Models on Overwatch can only shoot at the first target that moves into line of sight, not every model.

Models that are charged while on Overwatch may make one shooting attack against the charging model only before the model is placed in base-to-base contact. Only make this attack if the charging model was within the Overwatch model's front 90-degree arc.

Sniper Rifles & Overwatch

Models that are on Overwatch that use Sniper Rifles will do more damage to an opponent model because they have taken the time to line up their shot.

Any model on Overwatch that is using a Sniper Rifle will hit on a 2+ and wound on a 4+ as normal. In addition the placement of a sniper shot will almost always remove a model from the battlefield. Use the Damage Table as per normal except DO NOT deduct the models Toughness value from the Strength value of the Sniper Rifle (Which in all cases IS the Toughness value of the target). In addition all models shot at (whether they are hit or not) will be PINNED.

Losing Overwatch

Unused Overwatch counters are removed at the start of the player's own turn. New Overwatch counters may then be placed as required. A model can stay on Overwatch from turn to turn so long as they do not move or fire their weapon but it will save confusion if old counters are removed and new ones placed.

Models shot at while on Overwatch must immediately take a Leadership test. If they pass the test then do not remove the counter and the model stays on Overwatch. If the test is failed then they lose their Overwatch counter.

As soon as the Overwatch counter is lost the model reverts to the normal game sequence. Note that you don't have to hit the target to force a Leadership test; it only has to be shot at.

Models under the template of a Blast weapon will lose their Overwatch counter automatically. This represents the model being forced to duck and flinch by heavy fire.

Hiding

Just as real combatants can conceal themselves behind rocks, walls or undergrowth, so models may hide behind appropriate terrain. A hidden model cannot be seen and so cannot be shot at but can they can still see as normal by stealing a glance from their concealed position.

Going Into Hiding

A player may hide a model at the end of its movement phase if it is behind an obstacle or terrain piece that would conceal them. Models may only hide if they either didn't move or moved their normal move distance, they cannot hide if they Force Marched. Models wearing jump packs cannot hide, as they are too big and bulky.

Place a counter next to the model to indicate that it is hidden.

A model can hide behind an obstacle or the corner of a building. A model may hide inside a wood (or similar area of vegetation), a crater, ditch, trench, pit or any hole in the ground. A model inside a building may hide behind a door or window. Common sense is required here: obviously a Space Marine could not hide behind a lamppost or a chain wire fence but he could hide behind a bush or wall (if it was big enough).

Hidden Models

A hidden model cannot be charged and cannot be shot at. If a hidden model moves or shoots it is instantly visible again - remove the 'hidden' counter. A hidden model may go into Overwatch (see below) without revealing itself, but as soon as it fires it will give away its position and lose its 'hidden' counter.

Spotting Hidden Models

Models, which are sufficiently close to a hiding enemy model, can spot it. This distance is called the Spotting distance and is equal to the model's Initiative characteristic in inches. For Example: a Space Marine with an Initiative of 4 would spot a hidden model from 4 inches away.

Models trying to spot a hiding model must have a clear line of sight to the model. If a model is hidden behind an obstacle, enemy model(s) must get into a position to see around or over the terrain piece they are hiding behind.

When hidden models are spotted all models that have line of sight and not just the model(s) that spotted them can fire at them normally. It is assumed that the spotting model(s) has someway of informing the rest of the unit.

Detecting Hidden Models

A number of races have scanning equipment, such as Auspexes, which are designed to detect hidden troops. Any model with a scanning device can double their Initiative value when spotting hidden models.

Hiding and Moving

Normally a hidden model is revealed as soon as it moves, but if a model starts its turn hidden and in difficult terrain and ends its movement in difficult terrain it can remain hidden. This rule represents model(s) gradually infiltrating their way forward through cover.

Hiding and Overwatch

Model(s) in hiding can go into Overwatch but it will take them two turns to do so - they go into hiding on the first turn and then go into Overwatch on the second turn as you must declare going into Overwatch at the start of the turn and not the end.

Infiltrators and Hiding

Models that are classified as infiltrators are better than other models at hiding and using cover to advance. To represent this any model that can Infiltrate may start the game already Hidden (which means they may go on Overwatch in their first turn). Furthermore models that are trying to spot a model that can infiltrate must halve their Initiative value.

Shooting Phase

Models may shoot their weapon in this phase. Each model should follow the sequence below and all results resolved immediately before moving on to the next model.

Choose Target

Determine Line Of Sight

Check Range

Roll To Hit

Roll To Wound

Take Armour Saving Throw

Roll On Damage Table

Choose Target

The shooting model chooses one target model to shoot at. If they are using a weapon that creates a Blast they still choose only one target model or a target spot. The target model does not have to be the closest to the shooting model.

Line Of Sight

The shooting model must be able to draw a clear line to the target model. Enemy models will block line of sight while most terrain will give the target model some cover. Models can see up to six inches through terrain, this being buildings, woods etc. Impassable terrain normally blocks line of sight completely; confer with your opponent about terrain before the game. Measure the distance not from the model but from the start of the terrain piece. If an enemy model(s) is within six inches then a line of sight can be drawn (enemy models will get cover saving throws). If the terrain is separated by open space, say the top of two buildings separated by a street, only measure the distance from the edge of the building the enemy model is on plus the distance of the firing model to the edge of their buildings and not the gap. If the distance is less than six inches then a line of sight can be drawn. Gaps are taken into account when determining the range of the shot. Models in open terrain can see any distance.

Check Range

When checking the range of the weapon being fired measure the distance from the base of the firing model to the base of the target model. If the target model is not on the same level as the firing model then measure the range from the firing model to target model along the tabletop. That is a model that is on a different elevation is the same distance to the firing model as if they were the same height. Take into account the weapon being fired, if the model moved the range could be reduced. You may not fire any Guess Range weapons once you begin to measure the range of any weapon (See Weapon Types).

Roll To Hit

Roll to see if the shot(s) hit the target model using the table below. Roll a number of times equal to the number of shots of the weapon.

BS of Shooter 1 2 3 4 5 6 7 8 9 10

Roll Required 6 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+

A roll of 1 always misses.

Roll To Wound

Roll once on the table below for every shot that hits the target. Compare the Strength of the weapon against the targets toughness to determine what needs to be rolled.

TARGETS TOUGHNESS

1 2 3 4 5 6 7 8 9 10

S 1 4+ 5+ 6+ 6+ N N N N N N

T 2 3+ 4+ 5+ 6+ 6+ N N N N N

R 3 2+ 3+ 4+ 5+ 6+ 6+ N N N N

E 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N N

N 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N

G 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N

T 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+

H 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+

9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+

10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+

N Weapon will not harm the target. Ignore the shot.

Each roll that beats the required number causes a wound.

Armour Saving Throws

Target models that suffer a wound may take an armour saving throw to ignore the wound. Make a roll for each wound the model suffered using the models SV amount. If the result is equal to or greater than their SV then the armour stops the wound. If the result is less then the model suffers a wound and must roll on the Damage table below.

Weapons with AP values that are equal or less than the target models SV do not allow a saving throw. Models with Invulnerable saves will make a saving throw regardless of the AP of the weapon.

Wounds

Models that have been wounded make a single roll on the table below for each wound the model has suffered. If you are making multiple rolls for the one model then only the worst result will affect the model. If the strength of the attack is greater than twice the basic Toughness score of the target model then add +1 to the dice roll.

DAMAGE TABLE

Strength of Attack

Less Models T Value PINNED STUNNED O.O.A. KILLED

0 or less A 4+ 6+ N

1 A 3+ 5+ N

2 A 2+ 4+ N

3 N A 3+ 6+

4 N A 2+ 5+

5 N A 2+ 4+

6 or more N N A 3+

Table Legend

A Effect occurs automatically no roll required.

N Effect cannot occur to the model

Pinned Weapons fire has pinned the model, unless a Ld test is past the model will not be able to move or shoot in the next turn. See Pinned Models below for a full explanation.

Stunned Enemy fire has hit the model with enough force to knock it to the ground. For at least one turn the model is unable to move or shoot. See Stunned Models below for a full explanation.

OOA (Out of Action) The model is removed from the board and takes no further part in the battle.

Killed The model is hit by a weapon that is able to injure them so much that they are unable to recover. The model is removed from the table and struck from the player's roster. All skills, weapons, equipment and characteristic upgrades are lost.

Pinned Models

Models that end up Pinned have been hit, not seriously, but enough to make them rethink their next move. When a model becomes Pinned place a counter next to the model to indicate this. The model may complete its turn without any restriction. At the start of the players next turn make an Ld test. Roll 2D6 and if the result is less than the models Ld score then remove the counter and the model may act as normal in the turn. If the test is failed then the model may not move or shoot in the turn. If the model is in close combat and fails the Ld test then they may defend only and cannot attack back. A model will stay Pinned for one turn only unless it suffers damage that causes another Pinned result. Models that were Pinned (failed their Ld test) may not Force March in the first turn after they are no longer Pinned. Models that become Pinned and are 4 inches or more above the ground need to make an I test or fall (see Falling).

For example: On turn 1, a Dark Eldar warrior shoots at a Space Marine and scores a Pinned result. The Space Marine is not considered Pinned until the start of its turn on Turn 1. For the rest of the Dark Eldar player's turn the Space Marine may fight normally in close combat.

At the start of the Space Marine player's turn (turn 1) the player makes an Ld test. If the test is successful then the Space Marine may act as normal this turn. If the test is failed then the Space Marine may not move or shoot in their turn. They will stay this way until the start of the Space Marine players next turn (turn 2) which follows the Dark Eldar players turn.

Stunned Models

A Stunned model has been more seriously hit by the enemy and is knocked to the ground. From the moment the model is Stunned it may do nothing, that is if the model is Stunned in the shooting phase of the current turn, it is unable to do anything immediately and not from the start of the next turn like being Pinned. Place a counter next to the model indicating its state. While Stunned the model cannot move, shoot or fight in close combat. If a model becomes Stunned while in close combat, all other enemy models in close combat will hit the model automatically, there is no need to roll To-Hit, roll to Wound as normal. A model will remain stunned for the entirety of its next turn plus the remainder of the turn it became Stunned in. At the start of its next turn after being Stunned for a full turn it will lose the effects of being Stunned, unless it suffers damage during the previous turn that causes another Stunned result. Stunned models will automatically Fall if they are 4 inches or more above the ground (see Falling).

For example: On turn 1, a Dark Eldar warrior shoots at a Space Marine and scores a Stunned result. The Space Marine is now Stunned and may do nothing in the Dark Eldar player's turn (that is if the Space Marine was charged by a Dark Eldar model it will be automatically hit in close combat). During the Space Marine players turn then model may not move, shoot or fight in close combat - for the whole turn it will remain immobile and do nothing. Again if the Space Marine is in close combat it will be hit automatically. The Space Marine will not be able to do anything until the start of the Space Marine players NEXT turn which is in turn 2 or after the next Dark Eldar player's turn.

Models With Multiple Wounds

Models with multiple wounds, that is a wound amount greater than 1, that fail their armour saving throw deduct 1 wound from their wound total. Only roll on the damage table once the model reaches their last wound point.

NnnnnOoooooo...

If the Leader of a unit is shot at (this rule can only be used in the Shooting Phase and not the close combat phase) and a Pack model is within 6 inches of the Leader they may elect to take the wound on that model instead of themselves. The roll on the Damage Table must be made as if the attack is hitting the chosen model and not the Leader. Apply the damage to the chosen model. This rule can only be used once per battle.

Cover Saving Throws

If a line of sight passes through difficult terrain, the target model may elect to take a cover save instead of their own SV. All cover saves are 4+ regardless of the type of cover. This represents the model taking advantage of as much of the cover as possible. Models in close combat may not take a cover save regardless of the terrain they are in. The AP value of a weapon does not negate a cover save,

Height Advantage

Models, which are 6 inches or more above their target, gain the following advantages. Models that are 6 inches or more above their target are subject to the Falling rule below when they are shot at.

All saves (normal and cover) are reduced by -1. Therefore the cover save of a model would change from 4+ to 5+.

Targets at least 6 inches above a shooting model gain a +1 to their cover saves. Therefore the cover save of a model would change from 4+ to 3+.

Falling

If a model is 4 inches or more above the ground, when they are wounded (i.e. they fail their Saving Throw) they will fall from the height they are at. Models that are Stunned will automatically fall. Models that are PINNED must make an Initiative test. Roll a D6, if the result is equal to or less than the models I score then they will not fall. If the result is greater than the models I score then they will fall.

Models that fall will suffer one hit per four inches they fall (round to the nearest inch). The number of inches they fall (again round to the nearest inch) is the strength of the attack(s) they suffer. Roll on the To Wound Table above to determine if the fall wounds the model. Model's that suffer a wound(s) may make a Saving Throw. If this failed then roll on the Damage Table above applying the worst result as normal.

Weapons Types

All weapons have a weapon type that identifies what type of attack and the number of shots they make. These are noted with each weapon. Below is an explanation of those types.

Pistol: Weapons of this type may be fired twice in the Shooting phase if the shooting model did not move in the movement phase.

Rapid Fire: A Rapid Fire weapon has its range reduced to 12 inches if the model carrying the weapon moves in the movement phase. A Rapid Fire weapon may fire twice at targets 12 inches or less only if the firing model did not move in the movement phase otherwise it is 1 shot at full range.

Assault X: The model may fire the weapon to its maximum range even if they move. The number after the word Assault (X) is the number of shots the weapon can make in the turn.

Heavy X: The weapon is powerful and large and may only be fired if the model did not move in the current turn. The number after the word Heavy (X) is the number of shots the weapon can make in the turn.

Blast: The weapon uses the small Blast Template when determining how many models are hit. The shooting player places the blast template over the models they wish to hit. The roll To-Hit is made. If successful then the models under the template are all hit, if unsuccessful then the shot scatters and has no further effect. Models that are partly under the template are hit on a 4+. Models hit by a Blast weapon are automatically Pinned even if they were not wounded.

Template: Some weapons like Flamers do not have a range amount and instead use the Tear-Drop shaped template to determine how many models are hit. Place the small end of the template touching the shooting model and then move the template to cover the enemy model(s) being shot at. Models that are partly under the template are hit on a 4+. Models that are hit by a Tear-Drop shaped template may not use a Cover Saving Throw.

Guess Range: Guess range weapons, like Mortars, have a maximum range but the shooting player must guess the range from the shooting model to the target model. Do not make a roll to hit, instead measure the guessed distance and place a marker at this spot. The weapon hits any models under this spot; this can including the shooting players own models. Weapons that use a Guess Range do not require a Line of Sight.

Twin-Linked: Weapons that are classified as Twin-Linked allow you to re-roll the To-Hit roll once for the weapon.

Throwing Grenades

Many troops are able to carry grenades of one type or another. The most common are explosive but there are several other types that are more for specialised tasks. Models may carry up to two different types of grenades only. Once purchased Grenades do not need to be purchased again even if used.

A model equipped with grenades may throw a grenade instead of shooting if they wish. A grenade throw is treated exactly like any other shot: a dice roll is made to score a hit, to cause damage and Armour Saving throws are taken where models have armour. Roll to hit as normal using the model's BS characteristic.

The range of a thrown grenade depends on how strong the thrower is. The stronger the model the further the grenade will go. When throwing a grenade consult the table below to determine the maximum range.

Basic Strength of Model Maximum Range

1 4"

2 6"

3 8"

4 10"

5+ 12"

Grenades that do not hit the target scatter and have no further effect. Some grenades are listed as Blast weapons and so the small Blast template is used to determine the number of model(s) affected. Melta Bombs can be thrown however due to their heavy weight the throwing range is halved. Grenades cannot be thrown at models engaged in Close Combat.

Grenade Types

Each race has their own type of grenades or special mutation that simulates a grenade effect but they all have the same rules as presented below.

Name Strength AP Special

Frag (Photon) Grenades / Stikkbombz N/a N/a

Krak (EMP) Grenades / Stikkbombz  D6+6 5 Blast

Antiplant / No Green Stuff Stikkbombz N/a N/a

Blind & Smoke (Confusion)/Smoky Stikkbombz N/a N/a

Choke (Gas) / Choky Stikkbombz N/a N/a

Hallucinogen / Mind Gamez Stikkbombz  * *

Photon Flash * *

Plasma 5 4

RAD D6+4 3

Tanglefoot N/a N/a

MeltaBomb / Tankbusta Bomb 2D6+4 3

[1] Standard fragmentation grenade used for assaulting models in or behind cover. If a model throws a fragmentation grenade and then charges an enemy model(s) in cover, the enemy model may not go first in the Close Combat phase. Instead models will fight in Initiative order.

[2] Krak grenades are slightly more powerful than a Frag Grenade. When thrown models inside the Blast template will suffer a single hit with a Strength of D6 + 6 with an AP of 5.

[3] This type of grenade is designed for removing living cover. When used against living cover, such as trees, grass etc. all living items within 2D6 of the target spot or model are killed. Models in that area therefore cannot benefit from a Cover save.

Models are not harmed by this grenade and it has no affect on non-living cover (buildings, rocks etc)

[4] This grenade assists in the cover saves of models. The grenade is not thrown but dropped instead and all models within 2D6 inches receive a +1 to their cover save or a 6+ cover save if they do not benefit from a cover save.

[5] A Choke grenade produces a non-lethal gas that disables all models within D6 inches of the target. All models inside the area are treated as STUNNED. Models fully enclosed in armour are not affected. (Use standard WYSISWYG rules for determining if a model maybe affected. Space Marine models with open helmets are affected including those wearing a respirator).

[6] Using a mind-altering drug, a Hallucinogen grenade will make all models within D6 inches of the target spot or model suffer from mind-numbing hallucinations. Models fully enclosed in armour are not affected. (Use standard WYSISWYG rules for determining if a model maybe affected. Space Marine models with open helmets are affected including those wearing a respirator). The effects of a Hallucinogen grenade only last one turn unless the model is injured. When a hallucinogen grenade affects a model(s) roll on the following table.

Die Roll Hallucinogen Affects

The model(s) affected may not move in their next turn.

The model(s) affected may not shoot in their next turn.

The model(s) affected must make a Leadership test or do nothing in their next turn.

The model(s) affected will shoot at the nearest model(s) wildly no matter who that is. Resolve a single shooting attack immediately and apply damage immediately.

The model(s) affected are STUNNED for their next turn.

The model(s) affected inflict wounds on themselves. Make a single attack against each model using their own Strength score. Resolve this attack immediately.

[7] Photon Flash grenades create an intense burst of light and noise that will disable affected models. All models within D6 inches of the target model or spot will be STUNNED for the next turn.

[8] Plasma Grenades are slightly more powerful that a standard Krak grenades but not as much as a Meltabomb. Models within D6 inches will suffer a single Strength 5 attack with an AP value of 4. In addition the Plasma blast wave may expand to engulf others. Once damage has been applied to the affected models roll a D6. On a 6 the blast wave continues outward for another D6 inches in all directions. Any models within the additional D6 inches are hit and suffer a Strength 4 attack with an AP value of 5. Once damage has been applied to those affected models roll a D6 again. On a further six the blast wave continues outward for another D6 inches in all directions. Models caught in the third D6 inch range will suffer a Strength 3 attack with an AP value of 6. No further expansion of the plasma blast wave will occur after the third attack.

[9] RAD grenades are extremely dangerous and their use is akin to madness or the last resort of a desperate person. RAD grenades will affect a range of 2D6 inches around the target spot or model and all models in that area will suffer D3 hits with a Strength of D6+4. Mark the contaminated area with either dice or a suitable terrain piece. The area will remain contaminated until the end of the game. Any model moving into the contaminated area will suffer a single hit with a Strength of D6+4.

Tanglefoot grenades do no damage to models within D6 inches of the target. Instead if

creates a web of sticky filament that prevents models from moving in their next turn. The substance only lasts for one turn. Models stuck may move and/or may shoot only if they roll a 4+ on a D6 in each phase. They may not charge into close combat or be charged.

Melta Bombs (& TankBusta Bombs) are heavy explosives and can only be thrown half the normal distance of grenades. When thrown use the Ordnance template to determine the blast range of the bomb. In addition these bombs will affect an area even if they miss. If the To-Hit roll is unsuccessful a player must roll the scatter dice and a D6. If a HIT is rolled then leave the template on the target model or spot. If an arrow is rolled on the scatter dice move the template the number of inches rolled on the D6 in the direction of the arrow. Any models (friendly or otherwise) under the template once it is moved will be hit; models partially under the template will also be hit (do not roll 4+ to see if they are hit). This can include models in close combat. Resolve the attack immediately in the shooting phase before moving on to the next phase.

Close Combat Phase

The third phase of a player's turn is the close combat phase. In this phase players move models into base contact to fight hand to hand. Follow the sequence below to complete this phase.

Declare Charges

Move Charging Models

Fight Close Combat

Determine Results

Follow Up Moves

1. Declare Charges

In the controlling player's assault phase, the player must declare a charge with any of their models that are within Assault range of an enemy model and not already in close combat. Assault range is typically 6 inches but some models can assault 12 inches or more, where this is the case it is noted in the model's special rules. The model may charge any enemy model that can be contacted by making an assault move which avoids any obstructions such as impassable terrain or other enemy models, which you do not wish to contact.

A model that fired in the shooting phase of the current turn may only declare a Charge against a model it shot at. A model that remained stationery in the movement phase in order to fire a heavy weapon or fire twice with pistols or rapid-fire weapons may not charge at all in the assault phase.

A model may charge multiple enemy models. If the charging model fired at one of the enemy models then it must make sure it gets into base-to-base contact with that model first.

2. Move Charging Models

Charging models may now move into close combat with the model(s) they have declared charges against. Once a model is in base-to-base contact with an enemy model it is said to be ENGAGED in close combat.

The charging player may decide the sequence in which his models will move. All models charging make an extra 6 inch move in exactly the same way as if moving in the movement phase, note some models may be able to charge further than this, where this is the case it will be noted in their special rules.

If the model is assaulting into, out of or through difficult terrain roll 2D6 and pick the highest to see how far they can move. If the move is insufficient to reach the target then the charge fails and no combat occurs.

In all cases a model may not move through friendly or enemy models and may not pass through gaps narrower than their base diameter. You may not move a model within 1 inch of an enemy model that they are not charging.

3. Fight Close Combat

In close combat both player's models fight. Models in base-to-base contact fight with their full number of attacks and count the benefits of any special close combat attack forms they have.

Troops who are defending in or behind cover strike first with an Initiative value of 10. Cover will only bestow this increased Initiative value for the first turn only and only if the charging model is moving across the cover provided to the defender. Resolve all their attacks and remove any casualties before moving on to the rest of the models. Fighting for the remainder is resolved according to the Initiative value of the models involved. Models with the highest Initiative attack first, then the next highest and so on. Work your way down the Initiative scores in each separate combat until every model has fought (assuming they haven't already been Stunned, taken Out of Action or Killed by a model in cover or with a higher Initiative). If both sides have models with the same Initiative, attacks are made simultaneously.

Attacks in close combat work like shots in shooting - each attack that hits has a chance to wound, the wounded model gets a chance to make an Armour Saving Throw and if it fails the model gets to roll on the Damage Table. Each model in base-to-base with an enemy model strikes with the number of Attacks (A score) on their profile. In addition they can gain the following bonus attacks:

+1 Two Weapons Models in base-to-base contact with an additional close combat weapon or pistol in each hand have an extra +1 Attack. Models with more than two weapons gain no additional benefit - you only get one extra Attack regardless of whether you have two or more close combat weapons.

+1 Charge Models in base-to-base contact who launched the close assault that turn (i.e. charged) get +1 Attack on their normal profile for that turn only if they did not fire in the shooting phase.

The model with the higher initiative then allocates their attacks. If the model is fighting more than one model they may split their A score with a minimum of 1 attack on each model.

The model with the higher initiative compares their WS score to the WS score of the defending model. Roll on the table below with a number of dice equal to the number of attacks being allocated to the defending model.

TO HIT CHART

Defender Model's Weapon Skill

1 2 3 4 5 6 7 8 9 10

A 1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+

T 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+

T 3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+

A 4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+

C 5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+

K 6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+

E 7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+

R 8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+

9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+

WS 10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+

Any rolls that equal or beat the number above hit the defending model.

The attacking model then rolls on the To Wound chart to determine the number of wounds inflicted. Compare the strength of the attack, using the model's S score to the defending models T score. Do not use the strength of any Pistol weapon being used. Take into account weaponry that increases the users strength such as Power Fists.

Roll a number of times equal to the number of hits inflicted.

TO WOUND CHART

TARGETS TOUGHNESS

1 2 3 4 5 6 7 8 9 10

S 1 4+ 5+ 6+ 6+ N N N N N N

T 2 3+ 4+ 5+ 6+ 6+ N N N N N

R 3 2+ 3+ 4+ 5+ 6+ 6+ N N N N

E 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N N

N 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N N

G 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ N

T 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+

H 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+

9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+

10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+

N Weapon will not harm the target. Ignore the shot.

Each roll that beats the required number causes a wound.

Armour Saving Throws

Target models that suffer a wound may take an armour saving throw to ignore the wound. Make a roll for each wound the model suffered using the models SV amount. If the result is equal to or greater than their SV then the armour stops the wound. If the result is less then the model suffers a wound and must roll on the Damage table below.

Power Weapons, Monstrous Creatures & Power Fists/Claws ignore armour saves.

Cover provides no extra protection in close combat as it does against shooting. Models with Invulnerable saves may make a save regardless of the weapon or strength being used against them.

Wounds

Models that have been wounded make a single roll on the table below for each wound the model has suffered. If you are making multiple rolls for the one model then only the worst effect will take effect.

DAMAGE TABLE

Strength of Attack

Less Models T Value PINNED STUNNED O.O.A. KILLED

0 or less A 4+ 6+ N

1 A 3+ 5+ N

2 A 2+ 4+ N

3 N A 3+ 6+

4 N A 2+ 5+

5 N A 2+ 4+

6 or more N N A 3+

Table Legend

A Effect occurs automatically no roll required.

N Effect cannot occur to the model

Pinned The attack(s) has pinned the model, unless a Ld test is past the model will not be able to move or shoot in the next turn. See Pinned Models (In the Shooting Phase section) for a full explanation.

Stunned The attack(s) has hit the model with enough force to knock it to the ground. For at least one turn the model is unable to move or shoot. See Stunned Models (In the Shooting Phase section) for a full explanation.

OOA (Out of Action) The model is removed from the board and takes no further part in the battle. The model may incur permanent injuries and these are rolled for after the game.

Killed The model is hit by a weapon that is able to injure them so much that they are unable to recover. The model is removed from the table and struck from the player's roster. All skills, weapons, equipment and characteristic upgrades are lost.

Defend Only In Close Combat

Models that fail their Leadership test when they are PINNED may only defend in close combat. Enemy models must still roll on the To-Hit table to attack the model unlike the Stunned result where the model is hit automatically. When it is time for the model to attack based on their Initiative value they do not attack. The model is skipped and the model with the next highest Initiative value then attacks. Remember that a Leadership test for a PINNED model occurs at the start of the next turn so if they become PINNED during the current turn they may still attack back if they have not attacked yet (that is their Initiative value is lower than the model that inflicted the PINNED result).

Models With Multiple Wounds

Models with multiple wounds, that is a wound amount greater than 1, that fail their armour saving throw deduct 1 wound from their wound total. Only roll on the damage table once the model reaches their last wound point. Models being hit by a Monstrous attacker will always roll on the damage table regardless of the Monstrous model's strength. Unless this is the last wound of the model a result of KILLED will not apply. Instead the model is counted as OOA

4. Determine Results

If neither model has been removed from the board then the close combat will continue into the next turn. Models may break from close combat in their movement phase however they will suffer one automatic hit from the enemy model(s) they are attempting to break from.

Models that are Stunned are no longer considered to be in close combat and the other model(s) may make a Follow Up move.

If a model Kills a model in close combat this will affect all models friendly to the deceased; each model that belongs to the unit of the deceased that is within six inches of that close combat must make a Leadership test or run directly away from the close combat for 6 inches. The running model is considered to be Pinned at the start of it's next turn. Models may not move if they are already engaged in close combat. If the movement will bring them into base-to-base contact with another enemy model then place the model in base-to-base contact with the enemy model however neither of the models are consider to have charged. Fight this new close combat in the next close combat phase.

5. Follow Up Moves

Models that are no longer engaged in close combat may move half their normal movement distance as a Follow-up move. This move may not bring the model into base-to-base contact with another enemy model. No rolls for difficult terrain need to be made.

Rout Tests

At the end of each turn both players must check to see if their unit routs. A unit that has taken a great amount of damage will most likely turn tail and run (or make a tactical retreat) rather than stand and be slaughtered.

If a player removes 25% or more of a units members in a single turn then a Rout test must be made. Models that are Stunned do not count as a removed model, only models that were taken Out of Action or Killed.

Make a single Leadership test using the model with the highest Leadership value, normally the Leader of the unit or the model with the next highest Ld score if the Leader has been removed from the tabletop. If the test is passed then the unit may act as normal next turn. If the test is failed the remaining unit members have routed and are removed from the board. At this point the game is over. Players may voluntarily rout from the board but only after at least 50% of their unit has been taken Out of Action or Killed.

AFTER THE BATTLE

Once the scenario is over it is time to count the cost. This section details what occurs following the end of scenario from accumulating points and injuries to skills and advances.

Injuries

Models that are taken out of action during a battle have a good chance of suffering permanent injuries. These injuries can be as simple as scars or mental trauma to injuries that reduce characteristics. The worst injury however is death and that can occur.

For Pack models, determining whether the model lives or dies is very simple. Roll a D6 for each Pack model that was taken Out of Action. On a 1 or a 2 the model has died and must be removed from the roster sheet. Some models modify this roll so consult the special rules for each model before rolling.

If the number of models in a Pack drops below the minimum Pack Size the player must purchase new models for that Pack to bring it back to minimum size only. You may only add new models to an existing Pack to bring it back to the minimum size.

Leader models suffer injuries differently, after a battle Leader models that were taken OUT OF ACTION must roll on the table below. Only make one roll per model except if they suffer Multiple Injuries.

INJURIES TABLE (Roll D66)

11-15 Dead The model has died from their wounds. All weapons and equipment are lost.

16-21 Multiple Injuries The model has suffered many wounds. Roll D6 times on this table. Re-roll any result of 'Dead', 'Captured' and further 'Multiple Injuries' results.

22 Minor Leg Injury The model's leg is broken. They will now move 1 inch less than their normal movement rate.

23 Arm Injury Roll a D6: 1= Severe Wound. The arm must be amputated. The model may only use a single one-handed weapon from now on unless it can be replaced. To replace the amputated arm the model must purchase a Bionic replacement limb (See Below)

2-6 = Light Wound. The model must miss the next game.

24 Minor Head Injury The model reduces their Leadership score by D3.

25 Major Leg Injury Roll a D6: 1= Severe Wound. The leg must be amputated. The limb must be replaced or the model is removed from the roster. To replace the amputated leg the model must purchase a bionic replacement limb. (See Below)

2-6 = The model misses the next game.

26 Chest Wound The model is badly wounded in the chest, they will recover but their Toughness score is reduced by 1.

31 Eye Injury The model survives but loses the sight in one eye. Reduce their Ballistic Skill by 1, this score becomes the new Starting Amount of the BS for the model (See Statistic Advances). If the model is blinded in the other eye (suffers this injury again) then they are removed from the unit unless replaced. (See Bionic Replacements below).

32 Old Battle Wound The model survives but his wound will prevent him from fighting if you roll a 1 on a D6 at the start of any battle. Roll at the start of each battle from now on.

33 Nervous System Damage The model's nervous system has been damaged. Reduce the model's Initiative by 1.

34 Hand Injury The model's hand is badly damaged. Reduce the model's Weapon Skill by 1.

35 Deep Wound The model has suffered a serious wound and must miss the next D3 games while recovering.

36 Looted The model survives however while unconscious all their equipment and weaponry was stolen by looters. The model retains their armour however.

41-55 Full Recovery The model was knocked unconscious but makes a full recovery.

56 Bitter Enmity The model makes a full recovery but is scarred by their experience. From now on the model will hit on a 3+ in hand-to-hand combat against all models of that type.

61 Captured The model regains consciousness and finds that the enemy unit has captured them. The Model maybe "ransomed" back to the other player for a 3D6 points plus 50 points.

These points are added to the ransoming player's Points Pool and deducted from the other players Points Pool.

If the player does not wish to pay for the model back then the model is killed and all equipment and weaponry is retained by the ransoming player for use in their unit. The KILLED model will affect the units Points Pool if it forces the unit under half strength.

62-63 Hardened The model survives and becomes inured to the horrors of combat. Once per game they may re-roll a failed Leadership check. No matter the outcome the re-roll result must be used.

64 Horrible Scars The model is scarred hideously. The model gains the skill Fearsome even if they are not permitted to have Strength skills. If a model already is Fearsome then re-roll this result.

65-66 Survives Against

The Odds The model survives the battle and rejoins his unit. Add an additional 50 points to the Experience Pool of the unit.

Bionic Replacements

If a model loses an arm, leg or eye they maybe replaced by a Bionic replacement (or something suitable to the race of the model). Each armoury has a listing for a Bionic Replacement and a cost. This item must be purchased if the model is to continue using weapons or performing actions that require the limb. The only exception to this is Eye Injuries that reduce the Ballistic skill of a model by 1 and cannot be regained with a Bionic Replacement.

Death Of A Leader

If the Leader model of a unit is Killed, either during the game or when a 11-15 is rolled on the Injury Table, then the command will change to an Upgraded model. If there is more than one Upgraded model, choose the one with the highest Ld value, the model(s) have the same score then it is the owing players choice. If there are no upgraded models to take over command of the unit make a roll on the Pack Advancement table for each pack (See below). If no Pack rolls the "Breaking The Mould" result then the unit is disbanded. You may never purchase a new Leader model for the Unit.

Points

A unit earns points for performing actions, fighting in battles or achieving victory conditions. The player may use the points earned to upgrade buy new wargear or recruit new unit members.

Earning Points

After all injuries have been applied each player should consult the list below to determine how many points the unit has accumulated.

Points Are Earned As Follows:

Fought in Battle: +25

On Winning Side: +25

Unit Routed: -10

Bonus Experience Points: As Per Scenario

Every Enemy Model Out Of Action: 5

Every Enemy Model Killed: 10*

* This does not include if a model is Killed when rolling on the Injury Table above.

The Points Pool

As a unit gains points they are collected into a Pool. At the end of each battle each player may add the points earned the Pool. Then they may use what is in the Pool to purchase wargear or new models.

You can never reduce the Pool to less than zero. The player may only use what is in the Pool.

Using the Pool

After all points have been determined and added to the Pool of the unit, the player may use the points in the Pool.

The points may be used in the following ways.

Purchase new weaponry and or wargear

Add new models to the unit

Upgrading Packs

1. Purchase New Weaponry and/or Wargear

The player may purchase new weapons and/or wargear for members of the unit. The costs for these items are listed in the appropriate Armoury section of the unit rules. Remember to refer to the unit listing in the BEFORE THE BATTLE section as some models are very limited in what new weapons / wargear they can purchase. Also you are limited in the number of weapons a model maybe armed with. Excess weapons can be "sold" back for half their points value. Add the recovered points value to the Pool.

2. Add New Models To The Unit

The player may add new models to the unit. The points cost for new models are listed in the appropriate Unit Listing in the BEFORE THE BATTLE section.

You may not add new models to an existing Pack of models unless it is below the minimum size, and then you may only purchase enough models to bring it to minimum size. If a player cannot afford to bring a Pack back to its minimum number then the Pack is removed from the roster. The models left in the Pack are lost including all equipment, statistic increases, skills etc.

New models can be organised on the roster into new Packs. There is no limit to the number of Packs a player can have, only a limit on the total number of models allowed in the unit.

3. Upgrading Packs

Existing Packs can be upgraded to a better type of model. Consult the unit listing rules in the BEFORE THE BATTLE section for details and costs on upgrading Packs. Any pack can be upgraded to another type for a cost and from this upgrade the models gain additional abilities, statistic increases and access to better weaponry.

Advances

As models fight in battles they can increase their statistics and gain new skills. These are called Advances. To determine if a model gains an advance, roll on the table below. There is one table for Leader models and one for Pack models. Roll for a Pack as a whole and not for each individual model in the Pack.

Leader Advancement Pack Advancement

2D6 Roll Advance 2D6 Roll Advance

New Skill 2 Breaking The Mould

3 +1 Wounds 3 +1 Toughness

4 +1 Initiative 4 +1 Strength

5 +1 Leadership 5 +1 Ballistic Skill

6 +1 Weapon Skill 6 No Advance This Game

7 No Advance This Game 7 No Advance This Game

8 No Advance This Game 8 +1 Weapon Skill

9 +1 Ballistic Skill 9 +1 Leadership

10 +1 Strength 10 +1 Initiative

11 +1 Toughness 11 +1 Wounds

12 New Skill 12 Breaking The Mould

No characteristic can be upgraded by more than 2 points from its starting amount. No characteristic may exceed 10 (including Leadership). If a model has already reached it's maximum characteristic then roll again on the table above until a result that can be done is obtained. Statistics that started at a value of 0 may never been increased (the model never had and never will have the ability to use that characteristic), re-roll until a result is obtained that the model can use.

New Skills

Leader and Upgraded models can gain skills. Choose one skill from the tables below. Remember to refer to the Unit Listing section in BEFORE THE BATTLE for a list of which skills are available to models in a unit.

Combat Skills

Combat Mastery The Model adds 1 to their Weapon Skill for every model over 1 that it is fighting in close combat.

Counter Attack The Model attacks charging enemy models with a number of attacks equaling their attacker. If more than one enemy model is charging the model then add the number of attacks together and divide by the number of charging models (round up).

Disarm Roll a D6 at the start of close combat. On a 4+ reduce the number of Attacks the enemy model has in close combat this turn by 1 to a minimum of 1.

Berserk Charge The Model doubles its Attacks value when charging into close combat on its first turn only.

Impetuous The model's charge range is increased by 4 inches.

Nerves of Steel The model may re-roll a failed Leadership check when Pinned. The result of the second roll stands.

Strike to Injure The model adds +1 to their roll on the Damage table.

Expert Swordsman The model may re-roll their missed close combat attacks in the turn they charged.

Shooting Skills

Crack Shot The Model may re-roll any failed to Wound rolls in the shooting phase (may not be used with Fast Shot).

Fast Shot The Model may fire twice as many shots for Pistol or Rapid Fire Weapons only (may not be used with Crack Shot).

Hip Shooting If the Model moves and fires a Rapid Fire or Pistol weapon then they are treated as not having moved.

Marksman Enemy models being shot by a model with this skill cannot take cover saves.

Eagle Eye The model may add extra 6 inches to the range of their weapons.

Pistolier If the model is armed with 2 pistols they may fire twice in the shooting phase or 4 times if they did not move this turn.

Strength Skills

Body Slam The Model increases their Strength value by 2 when charging into close combat for the first turn of close combat only.

Crushing Blow The model may re-roll the result of the Damage Table in close combat however the second roll stands.

Head Butt The Model may make one extra attack in close combat. This attack will hit on a 2+ with a Strength equal to half the model's Strength score.

Iron Jaw The Strength of all attacks against this model in close combat are reduced by 1.

Mighty Blow The model adds +1 to their Strength value in close combat. This can be added to the Body Slam skill.

Pit Fighter The Model is an expert at fighting in confined spaces. They add +1 to their WS and A when fighting in difficult terrain.

Fearsome Enemy models charging into close combat with this Model must pass a Leadership Test else they fail their charge and cannot move in the close combat phase.

Strongman If the model uses weapons that strike last in close combat they may now fight in Initiative order.

Agility Skills

Controlled Fall The model halves the strength of the attack suffered by falling damage.

Dodge The model gains an extra-unmodified 6+ armour saving throw that can be used in close combat only.

Jump Back At the start of a close combat phase the Model may jump back from combat. Roll a D6 and if the roll is less than the model's Initiative value then they may move up to half their normal movement distance away from close combat without suffering an automatic hit.

Guerrilla Master The model may roll an extra D6 and pick the highest result when moving through Difficult Terrain.

Lighting Reflexes The model will strike first in close combat regardless of Initiative values but subject to the weapon being used and cover.

Jump Up When the model is STUNNED roll a D6, on a 4+ the model instantly stands up and may act as normal at the start of the next turn.

Infiltration The model may start the game as Hidden, allowing them to go on to Overwatch in the first turn.

Intelligence Skills

Armourer The model's armour saving throw is increased by 1 to a maximum of 2+.

Medic The model may re-roll their first failed armour saving throw per game.

Iron Will The model may re-roll their first failed Leadership test per game.

Keen Eye The model is able to spot interesting or important items amongst enemy dead. The unit gains an extra 2D6 points at the end of each battle.

Psychic Training The model can use specialised Psychic powers. Each time this skill is selected make a roll on the table below and the model will gain that power. If the model already has that power then roll again. No model may have more than 4 powers.

D6 Roll Psychic Power

Shield

Leap

Slow Time

Healing

Cause Fear

Push

Consult the Psychic Power section below for descriptions on using Psychic Powers.

Explosives Expert The model may re-roll any failed To-Hit rolls when using Grenades (this includes Melta Bombs/Tank Busta Bombs).

Breaking The Mould

When this option is rolled on the Pack Advancement table the player may select one model from the Pack. That model is now treated like a Leader model. The model may select skills reserved for Leader models and purchase weapons / wargear from the Armoury for that unit type. The model now rolls for advancements on the Leader Advancement table and will suffer injuries as rolled for on the Injuries table. The model does count towards the total number of models allowed in the unit.

You may only ever have a maximum of 4-upgraded models in your unit and no more.

Psychic Powers

If a model choses to use a Psychic power they must do so in the Shooting phase instead of firing their weapon(s). To use a psychic power the model must make a Leadership test. This test cannot be re-rolled or the result modified in any way using any special rules or skills.

If the test is unsuccessful then the model may not use the Psychic Power in that turn and may do nothing for the shooting phase. If the test is successful then the model may use the Psychic power as listed below.

Shield: The model creates a shield around themselves that gives them an Invulnerable saving throw. This power can be maintained by making a Leadership test at the start of every turn. Once the model fails the Leadership test the shield is lost.

Leap: The model can move in their next movement phase as if they had a Jump Pack.

Slow Time: All models in close combat with this model on the turn the power is used have an Initiative of 1 regardless of skills, cover or special rules.

Healing: The model can heal 1 wound point each time this power is used.

Cause Fear: The model can reach out to any enemy model in Line of Sight and cause fear. The enemy model is considered to be PINNED in the next turn.

Push: The model can push other models D6 inches away from them.


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