+Rules and Abilities+
This page contains common rules and abilities that can be found across multiple armies and are considered core to the game.
Unit Rules
| Rule | Effect |
|---|---|
| Deep Strike | Instead of deploying normally, this unit can deep strike. They start off the board when doing so in deep striking reserves. To deploy them place one of their models anywhere on the battlefield and roll a scatter die and artillery die. Scatter the unit the distance and direction rolled. If the the starting model ends up off the board, on top of another model already on the board, or get a ! result: D6 models in the unit is slain. Then deploy the rest of the unit as close to the deep strike target point as possible. |
| Invulnerable X | Can use invulnerable value for saving against wounds instead of toughness. When doing so, don’t modify it by anything. |
| Fear X | All enemies in X yards double any negative modifiers to their morale or Sagacity checks. |
| Auto Repair X+ | Units with this rule roll a D6 during the initiative phase. If the result is X+ you can regain a hull point, an armor point, or undo a result from a damage table. |
| Feel no Pain X | Reduce all damage values of incoming hits by X to a minimum of 1. |
| Stealth | Bearer counts as being twice as far away against incoming shooting attacks. |
| Recon | Get +1 to the initiative roll for each enemy unit within line of sight. The same enemy unit cannot be reconned by multiple units from the same army. |
| Infiltrate/Scout X | This unit can deploy X yards away from your deployment zone or where they normally could. |
| Fly | Ignore the vertical cost of moving up and down terrain. You can move over top of other models. |
| Hover | Ignore difficult terrain. Prone models can shoot through this vehicle by aiming underneath it. |
| Transport Bay X | This model can transport models with hull points as well as models with wounds. When doing so the model cannot have more than X hull points. Additionally Every hull point being transported counts as 2 wounds towards the transport capacity. Vehicles being transported this way that themselves have transport capabilities can transport they own models that don’t count towards the transport capacity of the transport bay vehicle they’re in. |
| Officer X+ | When this model gives a command, roll a D6. On X+ refund one leadership point. |
| Psyker X | The model is a psyker that can choose to knows X psykic disciplines. |
| Battle Fervor / Frenzy | This model must always charge if able. |
| Super Heavy | This unit must always start in reserves. Generally vehicles/walkers with 12+ hull point or models that have a base size of over 100mm. |
| Siege | Weapons equipped by this model get +50 strength rounded up when attacking terrain. |
| Hatred X | This model must always charge X models/units if able. Enemies must reroll any successful saves against this model if they are of model/unit type X. |
| Night Vision | This unit ignores the rules of Stealth and Night Time fighting. |
| Insanity/Stupidity | At the beginning of the movement phase for this model’s move, make a Sagacity check by rolling 2D6; trying to get equal to or under the bearer’s Sagacity value. If failed, your opponent controls their movement for the rest of the movement phase. |
| Zealot | Models with this rule automatically pass all morale checks but also gain the Insanity special rule. |
Shooting Rules
| Cost | Weapon Type/Rule | Effect |
|---|---|---|
| +4 | Ordnance | Doesn’t need line of sight to target if another friendly unit has it. |
| Rng | Sniper | Double the normal distance of this weapon. |
| 1/X | Hazardous X | Natural to hit rolls of X or less cause the shot to hit the bearer. If no hit roll, just roll a D6 before shooting to see if it hits the bearer. |
| +2 | Icarus | Double the number of shots being made against aircraft units instead, ignoring their hard to hit rule. |
| 1/5 | Single Shot | Can only be fired once per battle. |
| - | Munitions | This weapons can use one of multiple different weapon profiles. Choose which one to use before shooting. |
| +2/X | Explosive X | To hit rolls of natural 6s count as landing X extra hits instead of just one. These extra hits can hit other models in the same unit if the attacker could have shot them instead. |
| +1/X | Pinning X | For each model slain by this weapon, inflict X pinning tokens against that unit. When checking if that unit must make morale check in the moral phase, count the unit has having taken an additional casualty for each pinning token it has. |
Melee Weapon Rules
| Cost | Weapon Type/Rule | Effect |
|---|---|---|
| +2 | Sword/Dagger | Can force a single enemy to reroll one of their dual die that did not result in a natural 6. |
| +2 | Axe/Scythe | Doesn’t allow enemy to use the shielding ability. |
| +2 | Claws/Chain | Score an additional hit for every point you win the dual roll by. |
| +0 | Whip/Flail | Get half Ws, rounded down and +1A. |
| +2 | Spear | can grant your attacks to an engaged friend’s dual if bearer is not engaged themselves. |
| +2 | Mace/Mawl/Hammer | Bearer forces enemy loser to back up D3 inches in combat instead of one. Roll for each enemy. |
| +0 | Lance | If bearer charged this round, get +1S for the combat. Otherwise, get -1S for the combat. |
| +4 | Glaive | Bearer automatically wins ties in the dual roll instead of going to combat weapon skill. |
| +2 | Two-handed | Get -1 to all non-natural 1s and 6s to all dice rolled when dueling, rounded down, and +1D |
| +4 | Half | Can be two-handed, bearer must declare before performing the dual roll. |
| +8 | Powered | Enemy must use their S to save against this weapon rather than T. If enemy doesn’t have S, then half their T round up. |
| +4 | Force | Force weapons negate the affects of any fields or non-physical shields. |
| x2 | Master Crafted/Relic | Ignore any negative modifiers to your Ws or S from being two handed or lance. |
| +4 | Cursed | For every natural 1 rolled in the dual role, the bearer loses a wound and adds +2 to their dual roll result. This can bring your dual result above 6. If this would kill the model, they don’t die until the end of the combat. |
Shield Rules
Shields can be both physical (shield) and non-physical (field).
Physical
| Shield | Effect |
|---|---|
| Storm Shield | Grants the shielding bonus, bearer doubles the number of dice they roll in the duel roll but can’t make strikes if they win the dual if they do so. |
| Boarding Shield | Shooting attacks considers the bearer in one level of terrain better then what the bearer is in. |
Non-physical
| Shield | Effect |
|---|---|
| Halo Shield X | Grants Invulnerable X to the bearer. |
| Ion Shield X | Grants +X to bearer’s Toughness. If a vehicle, only applies to one side. Can change the side in the intiative phase. |
| Void Shield X | Negate the first X damage this model takes every round. |
| Pavise Shield X | Grants Invulnerable X to self and all other models within 3 yards from attacks that come from outside of 3 yards of the bearer. |
| Defractor Shield X | Grants the bearer the feel no pain X special rule. |
Misc Equipment Rules
| Equipment | Effect |
|---|---|
| Psykic Hood | Grants an extra D6 when rolling to deny the witch. Bearer must be a psyker. |
| Focus/stave | Grants an extra D6 when rolling to manifest psykic powers. |
| Jump Pack | Grants Fly and doubles the bearer’s movement allocation. Bearer counts as double towards transport capacity. |
| Teleporter | Grants the bearer unit deep strike. If bearer is a leader they grant deep strike up to one other unit of the same type. |