Quick reference
The turn sequence
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Roll for Reserves, if applicable for the scenario
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Declare flyer missions and certain special orders
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Prepare the Initiative counters
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Determine the Initiative (1)
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First player movement
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Second player movement
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Determine the Initiative (2)
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Shoot with vehicles and infantry
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Determine the Initiative (3)
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Shoot with war engines
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Determine the Initiative (4)
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Resolve the first player’s assault moves, close combats and firefights
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Resolve the second player’s assault moves, close combats and firefights
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Roll to remove Blast markers
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Roll to rally Broken detachments
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Repair war engine damage and shields
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Check the victory conditions for the scenario
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End of the turn
Orders and conditions
A summary of orders and conditions — for full detail see Orders and conditions
Advance orders (default): May move in the Movement phase. May shoot in the Shooting phase. May not move in the Assault phase.
Assault orders: May move in the Movement phase. May shoot in the Shooting phase, at half effect. Must move in the Assault phase, towards the enemy, and can initiate an assault.
March orders: May triple move in the Movement phase. May not shoot in the Shooting phase; opponent uses the Marching column on the Firepower table. May not move in the Assault phase; if engaged by the enemy then fight at half effect.
Overwatch orders: May move only 5 cm in the Movement phase. May shoot in the Shooting phase, and re-roll misses. May not move in the Assault phase.
Special orders: Indicates that special orders are in effect, such as Flak or Preparatory Bombardment.
Broken condition: May not use orders. May make only a 20 cm Retreat move in the Movement phase. May not shoot in the Shooting phase. May not move in the Assault phase (aside from the initial Retreat move after losing an assault); if engaged by the enemy, fight at half effect.
Immobilised condition: May not use orders. May not move in the Movement phase. May shoot in the Shooting phase; opponent uses the Immobilised column on the Firepower table. May not move in the Assault phase.
Terrain effects
A summary of the effects of some common types of terrain on the different types of ground unit.
Terrain | Infantry Armour bonus | Infantry | Vehicle | War Engine |
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Fortifications |
+2 |
No effect |
Impassable |
Impassable |
Buildings |
+1 |
No effect |
Impassable |
Impassable |
Ruins; rubble |
+1 |
No effect |
Dangerous |
Dangerous |
Woods; jungle |
+1 |
No effect |
Dangerous |
Dangerous |
Marsh; swamp |
0 |
Dangerous |
Dangerous |
Dangerous |
River |
0 |
Dangerous |
Impassable |
Dangerous |
Roads |
0 |
|||
Open ground |
0 |
No effect |
No effect |
No effect |
Special abilities
See Special abilities.
Firepower table
*When you shoot at a War Engine unit that is both Immobilised and in the open, simply roll a number of dice equal to the resultant Firepower of the attack.
Blast markers
Firepower | Blast markers to place |
---|---|
1 to 7 |
One, if you score any hits |
8 to 15 |
One |
16 to 23 |
Two |
24 or more |
Three |
Number of super-heavy weapons | Blast markers to place |
---|---|
1 to 3 |
One, if you score any hits |
4 to 8 |
One |
9 or more |
Two |
Super-heavy weapons
See Super-heavy weapons.
Assaults
Condition | Bonus |
---|---|
The enemy has 5 or more Blast markers |
+1 |
The enemy has more Blast markers than your side |
+1 |
Your side has the most Psyker units that contribute their Assault value or add 'supporting fire' (close combat)/that contribute their Firepower value (firefight) |
+1 |
Your side’s Assault/Firepower total is higher than that of the enemy |
+1* |
Your side’s Assault/Firepower total is at least double (2x) that of the enemy |
+2* |
Your side’s Assault/Firepower total is at least triple (3x) that of the enemy |
+3* |
Your side’s Assault/Firepower total is at least quadruple (4x) that of the enemy |
+4* |
*These modifiers are not cumulative — use only the best one that applies. |
Difference in scores* | Overall result | Score required to hit | |
---|---|---|---|
Winner |
Loser |
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1 |
Narrow Win |
4+ |
4+ |
2 |
Forced Back |
3+ |
4+ |
3 |
Driven Off |
3+ |
5+ |
4 |
Hurled Back |
2+ |
5+ |
5 |
Overwhelmed |
2+ |
6+ |
*Also the number of Blast markers to place on losing detachment(s) |
Reserves
Detachment’s Reserve Speed | Turn #1 | #2 | #3 | #4 | #5 | #6 |
---|---|---|---|---|---|---|
Up to |
- |
4+ |
4+ |
3+ |
3+ |
2+ |
Over |
- |
3+ |
3+ |
2+ |
2+ |
2+ |
|
- |
3+ |
2+ |
2+ |
2+ |
2+ |
Morale: Objectives
A summary of the morale effects of the standard objectives — for full detail see Objectives.
Take & Hold
Ongoing morale effect: Check at the end of each Rally phase.
For each of your Take & Hold objectives that you control, add D3 points to your Army Morale value.
Rescue
Ongoing morale effect: Check at the end of each Rally phase.
For each of your units that has a Rescue objective (that is, for each of your units that currently count as an escort unit), apply both of these modifiers:
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Add 1 point to your Army Morale value.
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Your opponent must deduct 1 point from their Army Morale value.
Cleanse
Ongoing morale effect: Check at the end of each Rally phase.
For each of your Cleanse objectives that you control, add 1 point to your Army Morale value.
Bunker
One-time morale effect: Each time you destroy one of your bunker objectives.
Roll a D6 — your opponent must subtract the score from their Army Morale value.
Capture
One-time morale effect: Check at the end of each Rally phase.
For each of your Capture objectives that you control, choose and apply one of these effects:
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Capture: Roll a D6 — add the score to your Army Morale value.
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Destroy: Roll a D6 — your opponent must subtract the score from their Army Morale value.