+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

RuleEffect
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 XCan use invulnerable value for saving against wounds instead of toughness. When doing so, don’t modify it by anything.
Fear XAll 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 XReduce all damage values of incoming hits by X to a minimum of 1.
StealthBearer counts as being twice as far away against incoming shooting attacks.
ReconGet +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 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. Enemies must reroll any successful saves against this model if they are of model/unit type X.
Night 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.
ZealotModels with this rule automatically pass all morale checks but also gain the Insanity special rule.

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.
+1/XPinning XFor 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

CostWeapon Type/RuleEffect
+2Sword/DaggerCan force a single enemy to reroll one of their dual die that did not result in a natural 6.
+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.
+4GlaiveBearer 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, rounded down, and +1D
+4HalfCan be two-handed, bearer must declare before performing the dual roll.
+8PoweredEnemy must use their S to save against this weapon rather than T. If enemy doesn’t have S, then half their T round up.
+4ForceForce weapons negate the affects of any fields or non-physical shields.
x2Master Crafted/RelicIgnore any negative modifiers to your Ws or S from being two handed or lance.
+4CursedFor 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

ShieldEffect
Storm ShieldGrants 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 ShieldShooting attacks considers the bearer in one level of terrain better then what the bearer is in.

Non-physical

ShieldEffect
Halo Shield XGrants Invulnerable X to the bearer.
Ion Shield XGrants +X to bearer’s Toughness. If a vehicle, only applies to one side. Can change the side in the intiative phase.
Void Shield XNegate the first X damage this model takes every round.
Pavise Shield XGrants 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 XGrants the bearer the feel no pain X special rule.

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.