+Special 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

CostRuleEffect
Deep StrikeInstead 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 XReduce incoming damage by X to a minimum of 1.
Fear XEnemies in X yards of this model roll an additional D6 when making morale checks, keeping the two highest results.
increases wounds by xAuto 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+When a model with this rule would not shoot in the shooting phase due to battle shock roll a D6. On X+ they still shoot as normal.
StealthBearer counts as being twice as far away against incoming shooting attacks.
ReconThis unit grants +1 to the result of your initiative roll for each enemy leader they have line of sight to in the initiative phase.
Infiltrate/Scout XThis unit can deploy X yards away from your deployment zone or where they normally could.
FlyIgnore the vertical cost of moving up and down terrain. You can move over top of other models.
HoverIgnore difficult terrain. Prone models can shoot through this vehicle by aiming underneath it.
Transport Bay XThis 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 XThe model is a psyker that can choose to knows X psykic disciplines.
Battle Fervor/FrenzyThis model must always charge if able.
Super HeavyThis unit must always start in reserves. Generally vehicles/walkers with 12+ hull point or models that have a base size of over 100mm.
SiegeWeapons equipped by this model get +50 strength rounded up when attacking terrain.
Hatred XThis model must always charge X models/units if able. Get +1 strength when attacking hated enemies.
Night/Thermal VisionThis unit ignores the rules of Stealth and Night Time fighting.
Insanity/StupidityAt 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. Apply -1 to this check for every two rounds completed.
ZealotModels with this rule automatically pass all morale checks but also gain the Insanity special rule.
Undying X+When this model is slain roll a D6. On X+ it doesn’t lose its las wound/hull point and instead drops prone. Further attacks again the model’s unit must target other models in the unit that didn’t trigger this rule this phase.
HackIn the Initative phase this unit can attempt to hack a mechanical or robotic enemy in line of sight or in (Sg) yards. Units that attempt to hack do not move or shoot in the following phase. They then roll 2D6, trying to get equal to or under their own Sagacity. They get -1 to this check for each battle shock token they have and -1 for every point the target unit’s Sg is greater than their. If passed, you control that target unit this battle round.
TerrorModels that wish to charge this monster they must roll 2D6 before moving. If they roll equal to or under their Grit, they can charge. Otherwise, the model remains still unable frozen in terror.

Shooting Rules

CostWeapon Type/RuleEffect
+4OrdnanceDoesn’t need line of sight to target if another friendly unit has it.
RngSniperDouble the normal distance of this weapon.
1/XHazardous XNatural 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.
+2IcarusDouble the number of shots being made against aircraft units instead, ignoring their hard to hit rule.
1/5Single ShotCan only be fired once per battle.
-MunitionsThis weapons can use one of multiple different weapon profiles. Choose which one to use before shooting.
+2/XExplosive XTo 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.
+2*%Pinning X+To save rolls of natural X+ inflict force a surviving non-prone model in the unit to drop prone. If the model can’t drop prone, increase the damage value of the shot by 1.
Flame X+For every to save roll of X+, the controlling player must choice for the model to drop prone or take a point of damage.

Melee Weapon Rules

CostWeapon Type/RuleEffect
+2Sword/DaggerCan modify a duel die of an enemy in combat by 1.
+2Axe/ScytheDoesn’t allow enemy to use the shielding ability.
+2Claws/ChainScore an additional hit for every point you win the dual roll by.
+0Whip/FlailGet half Ws, rounded down and +1A.
+2Spearcan grant your attacks to an engaged friend’s dual if bearer is not engaged themselves.
+2Mace/Mawl/HammerBearer forces enemy loser to back up D3 inches in combat instead of one. Roll for each enemy.
+0LanceIf bearer charged this round, get +1S for the combat. Otherwise, get -1S for the combat.
+2GlaiveBearer automatically wins ties in the dual roll instead of going to combat weapon skill.
+2Two-handedGet -1 to all non-natural 1s and 6s to all dice rolled when dueling, but deal 2 damage per hit instead of one.
+2HalfCan be two-handed, bearer must declare before performing the dual roll.
S*WPoweredDouble the Strength of the bearer.
+3Force/RelicForce weapons negate the affects of any fields or non-physical shields.
+2Master CraftedIgnore any negative modifiers to your Ws or S from being two handed or lance.
+4Cursed/DaemonFor every natural 1 rolled in the dual role, the bearer loses a wound and adds +1 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).

ShieldEffect
Physical ShieldShooting attacks considers the bearer in one level of terrain better then what the bearer is in. Bearer can doubles the number of dice they roll in the duel roll but can’t make strikes if they win.
Halo Shield XGrants Invulnerable X to infantry, monsters, and cavalry. Grants Invulnerable X against shooting attacks on only one side to walkers and vehicles. The affected side can be changed in the initiative round. Grants Invulnerable X against shooting attacks for the bearer and all models in 3 yards if equipped to an artillery model.
Void Shield XNegate the first X damage this model takes every round.

Misc Equipment Rules

EquipmentEffect
Psykic HoodGrants an extra D6 when rolling to deny the witch. Bearer must be a psyker.
Focus/staveGrants an extra D6 when rolling to manifest psykic powers.
Jump PackGrants Fly and doubles the bearer’s movement allocation. Bearer counts as double towards transport capacity.
TeleporterGrants the bearer unit deep strike. If bearer is a leader they grant deep strike up to one other unit of the same type.