WS 1 2 3 4 5 6 7 8 9 10 1 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 1 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 2 3 3+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 3 4 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 5+ 5+ 4 5 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 4+ 5 6 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ 6 7 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 7 8 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 9 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ 4+ 10 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 3+ 4+ S/T 1 2 3 4 5 6 7 8 9 10 1 4+ 5+ 6+ 6+ - - - - - - 2 3+ 4+ 5+ 6+ 6+ - - - - - 3 2+ 3+ 4+ 5+ 6+ 6+ - - - - 4 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - - 5 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - - 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ - 4 7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 6+ 8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ 9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6 10 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 1 14 3 13 4 12 11 10 9 6+ 1 5+ 4+ 3+ 4+ 2+ +1 +1 +2 1 2-3 4-6 5 6 Terrible Accident (Unit Destroyed) Misplaced (Opponent Chooses, no Scatter) Delayed (Pongoing Reserve) Iceblood (Dangerous Terrain) Re-Roll Failed Armour Saves Ruins, Ruined Fortifications, Trenches, Walls, Hills Deep Strike Mishap Cover Chart Intact Fortifications 2 Forest Terrain, Area Terrain, Craters, Wrecks, Models Razor Wire, Fences, Hedges Fireblood (Dangerous Terrain) Vehicle Immobilised = Vehicle Wrecked Daemon Bile (-D3 Warp Charge) Mysterious River Table Calm Waters Hyperslime (Feel no Pain + "L" test) 3 Industrial Ooze (5+ Armour Save) Go To Ground: "T" Test or Wound 4 Assault To Hit To Wound Fail: Unit cannot act (no effect on Fall Back) No Deny The Witch Saves allowed 2 Wooden Outpost Corrugated Iron or Wooden Shed Mysterious Forest Table Ordinary Forest Brick House Rockrete City Building/Hab Block Brainleaf Fronds (3D6 "L" Test) Failed: D6 hits of Random Model on Unit) Bastion/Bunker Zooming: max 18" Move, no turning Immobilised (Can Move nor Pivot) Crew Stunned (Snap Shots only, no Move) ->Passengers: cannot Shoot Plascrete-Walled Palace Building Armour Chart Open-Topped Vehicle: +1 on the Roll AP2 Weapon: +1 on the Roll AP1 Weapon: +2 on the Roll Weapon Destroyed (If none, Immoblized) Tremor (Snap Shots only, 3" Disembark) Partial Collapse (D6 S6 AP- Hits) Catastrophic Breach (-3 Building Armour) AP1 Weapon: +2 on the Roll AP2 Weapon: +1 on the Roll Total Collapse (2D6 S6 AP- Hits) Detonation (4D6 S6 AP- Hits, S4 AP- in D6") Crew Shaken (Snap Shots only) Small 10 Models (Additional Immobilised costs Hull Point) Explodes (S3 AP- in D6") Medium 20 Models Up to 6" x 6" Up to 9" x 9" Penetrating Hit: -1 HP + Damage roll 30 Models Building Damage Table Up to 12" x 12" Large Structural Collapse (2D6 S6 AP- Hits) Breach (-1 Building Armour) Going to ground Stealth Special Rule Shrouded Special Rule Look Out, Sir! ( Independant Character) Look Out, Sir! (Character) ShootingTo Hit Building Size Overgrown Spinethorn (Grenades useless) 2+ Cover vs. Wounds & Vehicle Hits 6 5 Razorwing Nest (Roll Difficult Terrain Test) If 4+ : D6 S3 AP- Hits with Rending Carnivorous Jungle (D3 S5 AP- Hits in Unit) Ironbark Forest (3+ Cover instead of 5+) 5 1-2 3 Vehicle Damage Table Glancing Hit: -1 HP ->Passengers: Snap Shots only http://www.scribd.com/doc/106703944/40k-Charts Pile In Consol Regroup Combat Cruising Flat Out Infantry 0-6" D6" 2D6" 2D6" Use Jump Pack 0-12" D6" 2D6" (!) 3D6" Beast 0-12" D6" 2D6" 3D6" Cavalry 0-12" D6" 2D6" 3D6" Bike 0-12" 12" 2D6" 3D6" Jetbike 0-12" 24" 2D6" 3D6" Eldar Jetbike 0-12" 36" 2D6" (!) 3D6" MC 0-6" D6" 2D6" 2D6" Artillery 0-6" D6" 2D6" 2D6" Use Jet Pack 0-6" D6" 2D6" (!) 2D6" Skimmer 0-12" 6" - - Fast Skimmer 0-12" 18" - - Walker 0-6" D6" 2D6" 2D6" Chariot 0-12" 18" 2D6" - Flyer (Zoom) 18-36" 12-24" - - Flyer (M>1) 18-36" 18-36" - - FMC (Swoop) 12-24" 2D6" - - Vehicle 0-12" 6" - - Fast Vehicle 0-12" 12" - - Zoom Run/Turbo/Flat Charge Fall Back Unit Movement Range Unit Type Move page 440/446 Name Range Strength AP Type Adaptes Astartes Grenade Launcher (Frag) 24" 3 6 Rapid Fire, Blast Adaptes Astartes Grenade Launcher (Krak) 24" 6 4 Rapid Fire Airbursting Fragmentation Projector 18" 4 5 Assault 1, Barrage, Large Blast, Ignores Cover Angelus Boltgun 12" 4 4 Assault 2 Animus Speculum 12" 5 1 Assault 2* Assault Cannon 24" 6 4 Heavy 4, Rending Autocannon 48" 7 4 Heavy 2 Autogun 24" 3 - Rapid Fire Autopistol 12" 3 - Pistol Auxiliary Grenade Launcher (Frag) 12" 3 6 Assault 1, Blast Auxiliary Grenade Launcher (Krak) 12" 6 4 Assault 1 Avenger Shuriken Catapult 18" 4 5 Assault 2 Barbed Strangler 36" 4 5 Assault 1, Large Blast, Pinning Battle Cannon 72" 8 3 Ordnance 1, Large Blast Blast Pistol 6" 8 2 Pistol, Lance Blaster 18" 8 2 Assault 1, Lance Blastmaster (Single Frequency) 48" 8 3 Heavy 1, Blast, Pinning Blastmaster (Varied Frequency) 36" 5 4 Assault 2, Pinning Bloodstrike Missile 72" 8 1 Heavy 1, Single Use Bolt of Tzeentch 24" 8 1 Assault 1 Bolt Pistol 12" 4 5 Pistol Boltgun 24" 4 5 Rapid Fire Boomgun 36" 8 3 Ordnance 1, Large Blast Breath of Chaos Template * 1 Assault 1, Poison (4+) Bright Lance 36" 8 2 Heavy 1, Lance Burna Template 4 5 Assault 1 Burst Cannon 18" 5 5 Assault 3 Chem Cannon Template 1 3 Heavy 1, Poison (2+)* Cluster Spines 18" 5 - Assault 1, large Blast Colossus Siege Mortar 24-240" 6 3 Ordnance 1, Barrage, Large Blast* Cyclic Ion Blaster 18" 3 4 Assault 5 Cyclone Missile Launcher (Frag) 48" 4 6 Heavy 2, Blast Cyclone Missile Launcher (Krak) 48" 8 3 Heavy 2 Dakkagun 18" 5 5 Assault 3 Dark Lance 36" 8 2 Heavy 1, Lance D-Cannon 24" X* 2 Heavy 1, Barrage, Blast Death Ray 12" 10 1 Heavy 1 Death Spinner 12" 6 - Assault 2 Deathspitter 18" 5 5 Assult 3 Deathstrike 12" 7 2 Assault 1 Deathstrike Missile 12"-Infinite 10 1 Ordnance 1, Barrage, D3+3* Blast, Single Use* Deathwind Launcher 12" 5 - Heavy 1, Large Blast Deffgun 48" 7 4 Heavy D3 Demolisher Siege Cannon 24" 10 2 Ordnance 1, Large Blast Ranged Weapons Devourer 18" 4 - Assault 3* Disintegrator Cannon 36" 5 2 Heavy 3 Doom Siren Template 5 3 Assault 1 Doomsday Cannon (Combat Speed) 24" 7 4 Heavy 1, Blast Doomsday Cannon (Stationary) 72" 9 1 Heavy 1, Large Blast Dragon's Breath Flamer Template 5 4 Assault 1 Earthshaker Cannon 36-240" 9 3 Ordnance 1, Barrage, Large Blast Eldar Missile Launcher (Krak) 48" 8 3 Heavy 1 Eldar Missile Launcher (Plasma) 48" 4 4 Heavy 1, Blast, Pinning Eradicator Nova Cannon 36" 6 4 Heavy 1, Large Blast* Eternity Gate (Portal of Exile) D6" X - Heavy 1, Special Exarch Deathspinner 12" 6 - Assault 4 Executioner Pistol 12" 4 2 Pistol, Poison (2+) Executioner Plasma Cannon 36" 7 2 Heavy 3, Blast Exitus Pistol 12" X 1 Pistol, Sniper Exitus Rifle 36" X 1 Heavy 1, Sniper Exorcist Missile Launcher 48" 8 1 Heavy D6 Exterminator Autocannon 48" 7 4 Heavy 4, Twin-Linked Firepike 18" 8 1 Assault 1, Melta Flakk Missile 48" 7 4 Heavy 1, Skyfire Flamer Template 4 5 Assault 1 Flamespurt Template 5 4 Assault 1 Flamestorm Cannon Template 6 3 Assault 1 Flesh Hooks 6" 6 - Assault 2, Rending Fleshborer 12" 4 5 Assault 1 Fleshborer Hive 12" 4 5 Assault 20 Frag Cannon Template 6 - Assault 2, Rending Fusion Blaster 12" 8 1 Assault 1, Melta Fusion Gun 12" 8 1 Assault 1, Melta Fusion Pistol 6" 8 1 Pistol, Melta Gatling Psilencer 24" 4* - Heavy 12 Gauntlet of Fire Template 4 5 Assault 1 Gauss Blaster 24" 5 4 Rapid Fire, Gauss Gauss Cannon 24" 5 3 Assault 2, Gauss Gauss Flayer 24" 4 5 Rapid Fire, Gauss Gauss Flux Arc 24" 4 5 Heavy 3*, Gauss Grenade Launcher (Frag) 24" 3 6 Assault 1, Blast Grenade Launcher (Krak) 24" 6 4 Assault 1 Griffon Heavy Mortar 12-48" 6 4 Ordnance 1, Barrage, Large Blast* Grot Blasta 12" 3 - Assault 1 Grotzooka 18" 6 5 Heavy 2, Blast Hand Flamer Template 3 6 Assault 1 Harvester 24" 4 5 Assault 6 Havoc Launcher 48" 5 5 Heavy 1, Blast, Twin-Linked Hawk's Talon 24" 5 5 Assault 3 Haywire Blaster 24" 4 4 Assault 1, Haywire Heat Lance 18" 6 1 Assault 1, Lance, Melta Heat Ray (Dispersed) Template 5 4 Heavy 1 Heat Ray (Focussed) 24" 8 1 Heavy 2, Melta Heavy Bolter 36" 5 4 Heavy 3 Heavy Flamer Template 5 4 Assault 1 Heavy Incinerator Template 6 4 Heavy 1, Torrent Heavy Stubber 36" 4 - Heavy 3 Hot-Shot Lasgun 18" 3 3 Rapid Fire Hot-Shot Laspistol 6" 3 3 Pistol Hunter-Killer Missile Infinite 8 3 Heavy 1, Single use Heavy Gauss Cannon 36" 9 2 Assault 1, Gauss Heavy Psycannon 34" 7 4 Heavy 1, Large Blast, Rending Heavy Venom Cannon 36" 9 4 Assault 1, Blast* Hellstrike Missiles 72" 8 3 Ordnance 1, Single Use Hexrifle 36" X 4 Assault 1, Sniper Hellfury Missiles 72" 4 5 Heavy 1, Large Blast, Single Use Hydra Autocannon 72" 7 4 Heavy 2, Skyfire page 427/446 Icarus Lascannon 96" 9 2 Heavy 1, interceptor, Skyfire Incinerator Template 6 4 Assault 1 Inferno Cannon Template 6 4 Heavy 1, Torrent Inferno Pistol 6" 8 1 Pistol, Melta Lascannon 48" 9 2 Heavy 1 Lasgun 24" 3 - Rapid Fire Laspistol 12" 3 - Pistol Macro-Cannon 72" 7 4 Heavy 2, Large Blast Meltagun 12" 8 1 Assault 1, Melta Missile Launcher (Frag Missile) 48" 4 6 Heavy 1, Blast Missile Launcher (Krak Missile) 48" 8 3 Heavy 1 Multi-Laser 36" 6 - Heavy 3 Multi-Melta 24" 8 1 Heavy 1, Melta Plasma Cannon 36" 7 2 Heavy 1, Blast, Gets Hot Plasma Gun 24" 7 2 Rapid Fire, Gets Hot Plasma Pistol 12" 7 2 Pistol, Gets Hot Quad-Gun 48" 7 4 Heavy 4, Interceptor, Skyfire, Twin-linked Shotgun 12" 3 - Assault 2 Skorcha Template 5 4 Assault 1 Sniper Rifle 36" X 6 Heavy 1, Sniper Space Marine Shotgun 12" 4 - Assault 2 Storm Bolter 24" 4 5 Assault 2 Stub Gun 12" 3 - Pistol Vulcan Mega-Bolter 60" 6 3 Heavy 15 Name Range Strength AP Type Chainfist - x2 2 Armourbane, Specialist Weapon, Unwieldy Chainsword - User - - Eviscerator - x2 2 Armourbane, Two-Handed, Unwieldy Heavy Chainsword - +2 5 Two-Handed Dreadnought Close Combat Weapon - x2 2 - Force Sword - User 3 Force Force Axe - +1 2 Force, Unwieldy Force Stave - +2 4 Concussive, Force Lightning Claws - User 3 Shred, Specialist Weapon Power Klaw - x2 2 Specialist Weapon, Unwieldy Power Fist - x2 2 Specialist Weapon, Unwieldy Power Sword - User 3 - Power Axe - +1 2 Unwieldy Power Maul - +2 4 Concussive Power Lance (Charging) - +1 3 - Power Lance (Standard) - User 4 - Thunder Hammer - x2 2 Concussive, Specialist Weapon, Unwieldy Witchblade - User - Armourbane, Fleshbane Name Range Strength AP Type Assault Grenade 8" 3 - Assault 1, Blast Demolition Charge (Thrown) 6" 8 2 Assault 1, Large Blast, Single Use Frag Grenade 8" 3 - Assault 1, Blast Haywire Grenade (Thrown) 8" 2 - Assault 1, Haywire Haywire Grenade (Vehicle Assault) - 2 - Haywire Krak Grenade (Thrown) 8" 6 4 Assault 1 Krak Grenade (Vehicle or Monster Assault) - 6 4 - Melta Bombs (Vehicle or Monster Assault) - 8 1 Armourbane, Unwieldy Plasma Grenade (Thrown) 8" 4 4 Assault 1, Blast Plasma Grenade (Vehicle or Monster Assault) - 4 4 - Melee Weapons Grenades Rule Acute Senses Adamantium Will Ammunition Dump Area Terrain Assault Vehicle Assault Weapon Armourbane Baricades/Walls Beasts Blind Bulky Cavalry Comms Relay Concussive Counter-Attack Crusader Daemon Defence Lines And They Shall Know No Fear Artillery Bombing Run Chariot Challenge Blessing Bike Crash & Burn Conjuration Dangerous Terrain Death or Glory Brotherhood of Psykers/Sorcerers Buildings Rule Disordered Charge Dive Dozer Blade Eternal Warrior Evade Extra Armour Fast Vehicle Fear Fearless Feel No Pain Fleet Fleshbane Fuel Reserves Furious Charge Hammer of Wrath Hatred Haywire Heavy Vehicle Heavy Weapon Hover Ignores Cover Force Weapon Glorious Intervention Hit & Run Gets Hot Grounded Go to Ground Fall Back Focus Fire Flyer Flying Monstrous Creature Deny the Witch Difficult Terrain Impassable Terrain Insane Heroism Instant Death It Will Not Die Jink Lance Look Out, Sir Master-Crafted Melta Missile Lock Missiles Monster Hunter Monstrous Creature Move Through Cover Night Fighting Night Vision Ordnance Weapon Overwatch Perils of the Warp Pinning Poisoned Power of the Machine Spirit Mysterious Terrain Outflank Independant Character Infiltrate Morale Check Malediction Jump Units Locked Velocity Jet Pack Interceptor Morale Support Jetbike Precision Shot Precision Strike Preferred Enemy Psychic Hood Psychic Pilot Psyker Rage Rule Rampage Rapid Fire Weapon Regroup Test Relentless Rending Reserves Salvo Weapons A/B Searchlights Shred Shrouded Skilled Rider Smoke Launchers Snap Shot Specialist Weapon Split Fire Stealth Stubborn Supersonic Swarms Scout Ram Skyfire Slow and Purposeful Smash Soul Blaze Strafing Run Strikedown Sniper Skimmer Tank Tank Hunters Torrent Rule Twin-Linked Two-Handed Unwieldy Vector Dancer Witchfire Witchfire Maelstrom Witchfire Nova Zealot Sweeping Attack Swooping Witchfire Focussed Witchfire Beam Zoom Tank Shock Template Weapon Vector Strike Walker Explanation Unit may re-roll table edge in case of random table edge (Outflank or special rule). +1 Deny the Witch rolls. Provides 5+ Cover Saves and models within 2" may re-roll failed To Hit rolls in Shooting Phase. Always treated as Difficult Terrain. Models inside receive 5+ Cover Save. Models that Go to Ground receive +2 Cover Save. Passengers disembarking can Charge same turn, even if Vehicle was destroyed. Can fire after Moving. Bearer can Charge. Roll 2D6 for Armour Penetration against Vehicles instead of D6. Provides 4+ Cover Save and Models in Base Contact with it and within 2" of each other are treated as in Base Contact. Can move 12", not slowed by Difiicult Terrain, and Fall Back 3D6". Fleet & Move Through Cover. BS and WS become 1 until end of their next turn unless passing Initiative Test. Counts as 2 models for purpose of Transport Capacity (Very Bulky = 3, Extremely Bulky = 5). Can move 12", not slowed by Difiicult Terrain (treated as Dangerous Terrain), and Fall Back 3D6". Fleet & Hammer of Wrath. Provides a 5+ Cover Save and unengaged models within 2" let their owner re-roll Reserve Rolls. Model suffering 1 or more Unsaved Wounds is reduced to Initiative 1 until the end of the following Assault Phase. If unlocked unit is charged & passes a Leadership Test, every model with this rule gains +1 Attack until end of phase. Unit rolls extra Run dice and uses highest. It also adds D3 to Sweeping Advances. Model has 5+ Invulnerable Save & Fear special rule. Same as Barricades & Walls, but models Going to Ground get a 2+ Cover Save instead of +1. Unit counts as Mastery Lvl 1 Psyker, using Leadership of Character or unit (not Independant Character). If unit suffers Perils of the Warp (or Psyker-targetting attack), resolve it against Character or random model (if no Character remaining). Special attack performed during Movement Phase. Bomb marker can be placed on any one model the Zooming Flyer passed over that turn and scatters D6". Flyers can not move Flat Out after a Bombing Run and count as having fired 1 weapon already. Psychic Power manifested at the start of the Psyker's Movement Phase that lasts until the end of the following turn, unless otherwise stated. They can affect 1 or more units (even Locked in Combat) and the Psyker himself. Bonuses are cumulative but cannot take characteristics above 10 or below 1, unless otherwise stated. May Move if 1 crewman per gun. If Moved, gun cannot fire (not even Snap Shots). Gun may be fired by any crewman within 2", Other crewmenmay fire their personal weapon at same target. To fire, there must be line of sight from gun model & gunner. Only crew can Go to Ground. Unit automatically loses Sweeping Advance Initiative Tests. Unit automatically passes Regroup Test + may Move, Shoot (Run) & declare Charges same turn. If unit is caught by Sweeping Advance, it remains Locked in Combat. Unit is Fearless. As Difficult Terrain, but unit takes Dangerous Terrain test upon leaving, entering or moving within (D6), suffering a Wound on a roll of 1, with no Cover Saves allowed. This Dangerous Terrain test must only be taken once every phase, unless the unit moves into another Dangerous Terrain (even if it is the same type). If a unit passes the Tank Shock Morale Check, 1 model may make a single attack that automatically Hits the Front Armour. If the result of the attack is Explodes/Wrecked/Immobilized/Crew Stunned the Tank stops immediately. If it fails, the model is removed (ignoring Armour/Invulnerable Saves) Issued at start of the Fight Sub-Phase by Character. If refused, the model refusing cannot strike blows this turn, nor can his Leadership be used for the remainder of the Phase. If accepted, both combatants are moved into Base Contact & considered in Base Contact only with each other. If one of the participants is a single model, The unit to which his opponent belongs can only give Morale Support (See entry). If both competitors survive a Challenge, the fight continues in the next round, although another Character might intercede in a Glorious Intervention (See entry). May Charge in the Assault Phase if not Moved Flat Out in preceding Shooting Phase (passing Dangerous Terrain Test if charging through Difficult Terrain or becoming Immobilized). Its rider is in Base Contact with all enemy models in Base Contact, is Fearless & gets a +1 Armour Save in Close Combat. Chariot has Hammer of Wrath (D6 Attacks at S6 AP-) Access like Vehicles. Occupants are Fearless. Buildings have Fire Points (2 models can Shoot per Point). When Shooting at buildings, roll To Hit and Armour Penetration, when Assaulting, it is Hit automatically. Glancing Hit inflicts 1 Wound on 1 model inside wich Ignores Cover. Penetrating Hit does so as well, but roll on Building Damage Table. Template weapons inflict 1 hit on the building and D6 on the unit inside. Assaulting models within 2" of the building that have grenades may use them instead of striking, dealing D3 Hits (D6 if blast), as well as 1 Hit on the building. Psychic Power manifested at the start of the Psyker's Movement Phase that summons a specified number and type of units. These units arrive via Deep Strike within the power's maximum range. If after Deep Strike mishap they enter ongoing reserve, they can Deep Strike anywhere on the board. They have no upgrades and can never be scoring units. Zooming Flyers getting Wrecked or Explodes become a Large Blast marker, which then scatters 2D6", dealing S6 AP- to any model under the marker. Any embarked model suffers a S10 Hit with no Armour Save allowed, after which the durvivors are placed anywhere within 3" of the Blast mareker in unit coherency. Unplacable models are removed as casualties. Not slowed by Difficult Terrain (considered instead as Dangerous Terrain) & can shoot 1 weapon per rider. They cannot Go to Ground and cannot be Pinned. Hammer of Wraith, Jink & Relentless. Explanation If a unit chooses to Charge multiple units, it does not get the +1 Charge bonus to Attacks. Swooping model can Dive after attacker's To Hit & Wound rolls to gain Jink (+ only Snap Shots until end of next turn). Vehicle re-rolls failed Dangerous Terrain tests. Model is immune to Instant Death. After enemy To Hit rolls, Zooming Flyers may choose to Evade, getting Jink but only being capable of Snap Shots next turn. Vehicles treat Crew Stunned as Crew Shaken. Move 12" Flat Out, Stationary if Moved at Combat Speed &fires 2 weapons at full BS if Cruising (rest are Snap Shots). At start of each Fight sub-phase, units in Base Contact failing Leadership Test have WS 1 for that sub-phase. Unit automatically passes Pinning, Fear and Regroup Tests, as well as Morale Checks, but cannot Go To Ground. Model rolls D6 for each Unsaved Wound (except Instant Death), discounting it on a 5+ (or value between brackets). Unit entirely composed of models with this rule can re-roll 1 or more dice when determining Run moves or Charge range. Model always Wounds on a 2+ (except against Vehicles) Model gets +1 Strength until end of the phase when Charging into combat (unless it was a Disordered Charge). Model ending Charge in Base Contact gets additional automatically hitting Attack (Initiative 10) at model Strength & AP-. Model striking hated foe in Close Combat re-rolls all misses during first round of each combat. When hitting Vehicle, replace Armour Penetration roll by following D6: No effect on 1, Glancing on 2-5, Penetrating on 6. Cannot Move faster than Combat Speed or Move Flat Out, but are always treated as having remained Stationary. Can fired as Snap Shot after Moving (except Blast weapons). Bearer cannot Charge. Hover models can choose to Zoom or Hover each Movement Phase. When Hovering, they are Fast Skimmers No Cover Saves can be taken against Wounds caused by this weapon. You may choose to Focus Fire on certain Cover Save value, meaning that Wounds can only be allocated to models with that Cover Save or worse. Models that were elligible at declaration of Focus Fire, but Go to Ground (increasing Cover Save) are still elligible for targetting even though their Cover Save has changed. Psyker inflicting 1 or more Unsaved Wounds may activate its weapon by expending a Warp Charge point and taking a Psychic Test. If the test is passed, all Unsaved Wounds inflicted during that turn are Instant Death. Deny the Witch rolls have no effect against Force Weapons. Can be declared by a Character at the start of his own Fight Sub-Phase before any blows are struck, if a friendly Character in the same combat is about to fight a second or subsequent round of a Challenge. If he passes the Initiative Test, this Character takes the place of the friendly Character. Only one Glorious Intervention is allowed for each Challenge per turn. Unit can break away 3D6" from Close Combat at end of Assault Phase if Initiative Test is passed (must be sufficient to move more than 1" away from engaged enemies, not engaging other units). No Sweeping Advance rolls are made. Units no longer Locked may consolidate D6". Hit & Run is not slowed by Difficult Terrain (Dangerous Terrain as normal). For each To Hit of 1, the firing model suffers a savable Wound. Vehicles suffer Glancing Hit on further roll of 1, 2 or 3. Models with weapons that do not roll To Hit must roll a D6 before firing, suffering a Wound on a 1 without shot being fired (Vehicles instead suffer Glancing Hit on 1, 2 or 3). Weapons with re-rollable To Hit only suffer Wound if the re-roll is also a 1. Swooping creatures suffering 1 or more hits, must pass Grounded Test of 3+ or become Grounded, taking 1 Strenght 9 hit (no Saves allowed). Grounded Flying Monstrous Creatures can be Charged in following Assault Phase & lose Jink (if they had it), but can move normally next turn (if not Locked in Combat). After To Hit & To Wound rolls (before Saves), Unit can receive +1 Cover Save but cannot Move, Run or Charge & may only fire Snap Shots & Overwatch until end of their next turn. The unit is affected by enemy actions (f.e. Morale Checks) & will fight as usual when Assaulted. If a unit Goes to Ground from Overwatch fire, the Charge automatically fails. On a D6 roll of 6, the target nullifies the Psychic Power. If the target's unit contains Psykers of less or equal Mastery Level than the manifesting model, add +1 to the roll result. If the target unit contains Psykers of higher Mastery Level than the manifesting model, add +2 to the roll result. Upon declaring to enter during Movement Phase or when starting said Phase inside, units take Dangerous Terrain test (2D6, selecting highest result, this being the maximum moveable distance). When Charging through Difficult Terrain, units roll 3D6, discarding the highest and striking at Initiative 1 the turn they charged. Flyers begin in Reserve. Distances are measured from the hull, ignoring the base (except during Assault or (dis)embarcation). Flyers may Move and end their Move over other models, but Flyer's base must remain 1" from Enemy models at all times. At start of every Shooting Phase, they can choose to use Skyfire special rule (applying to all weapons). Move 2D6 towards their table edge (possibly moving through the models with which they were engaged). If unable to Fall Back without doubling back, the unit is destroyed. Units falling back may continue to Shoot (including Overwatch and Psychic Shooting Attacks), but can only fire Snap Shots. It may attempt to Regroup as described under Regrouping. Can Move fly using 1 of two Flight Modes (Gliding & Swooping). At the start of its Move, it must declare whether it is Swooping or Gliding. When Gliding it Moves, Runs & Charges exactly like a Jump Monstrous Creature. Flying Monstrous Creatures have the Fear, Hammer of Wrath, Move Through Cover, Relentless, Smash & Vector Strike special rules. Models cannot enter, cross or move into or through impassable terrain (except Jump, Swooping units). A 2d6 result of 2 during a Leadership/Morale/Regrouping Test, always passing the test. Unsaved Wounds from this weapon automatically inflict Instant Death (even if Strength < two times Toughness). At end of each friendly turn, roll D6 for each damaged model with this rule, regaining a Wound or Hull Point on a 5+. If model has Moved, it gets 5+ Cover Save until start of next Movement Phase (4+ if Flat Out or Turbo-Boost). Weapon counts Vehicle Armour of more than 12 as 12 instead. On a D6 roll of 4+, a Wound taken by a Character in a unit is resolved against another model from the unit that is within 6". Bearer may re-roll one failed To Hit roll per turn. Roll additional D6 Armour Penetration at half range or less. Missile scatters D6" instead of 2D6". A Maximum of 2 missiles can be used per shooting phase (and most are one use only). They count towards weapons fired. Unit re-rolls all failed To Wound rolls against Monstrous Creatures and Flying Monstrous Creatures. Fires 2 weapons each Shooting Phase. Fear, Hammer of Wrath, Move Through Cover, Relentless & Smash special rules. Unit automatically passes Dangerous Terrain Tests and rolls 3D6 for moving through Difficult Terrain, taking highest rolls. See Rulebook 6E page 124. Unit ignores effects of Night Fighting. Cannot fired after Moving. Bearer cannot Charge. Roll 2 dice for Armour Penetration & take highest. Unit being Charged can fire Snap Shots at a charging unit (once per turn), unless Locked in Close Combat. When a Psyker rolls a double 1 or double 6 on his Psychic Test (Leadership), he takes 1 Unsavable Wound. If unit suffers & or more Unsaved Wounds it must pass a Pinning Test (Leadership) or Go to Ground. Wounds on fixed number (or 4+), re-rolling failed To Wound in Assault If Strentgh is same or higher then Toughness. Model can leave/join units during Movement Phase (unless unit is Locked in Combat, Falling Back, Gone to Ground). Model passes Look Out, Sir rolls on 2+. Unit does not need double 1 to Regroup if below 25% (test as though at least 25% remained). Unit is deployed after all other units & can be set up anywere more than 18" from enemies (12" if out of line of sight), but cannot Charge the first turn. Unit also gets Outflank when placed in Reserve. It may Infiltrate along with its Dedicated Transport but must deploy embarked. Non-Infiltrate Independent Characters cannot join the unit during deployment. Declared during Deployment. D6 when arriving from (not Ongoing) Reserve: player's left edge on a 1 or 2, player's right edge on a 3 or 4, player's choice on a 5 or 6. Units may Outflank with their Dedicated Transport, but must be deployed embarked. Vehicle can fire extra weapon at full BS (at potentially different target), if it has not moved Flat Out nor used Smoke Launchers. 2D6 against Leadership. Taken when losing 25% or more of its current models during a single Movement or Shooting Phase or when losing an Assault (with Leadership penalty equal to difference in Wounds between winner and loser). If the test is failed, the unit must Fall Back. A unit, Locked in Combat only with a single model, which is in a Challenge with their Character, give that Character 1 re-roll (To Hit, To Wound or Saving Throw) for every 5 models. As soon as a model enters, roll to determine what terrain it will be. The model entering volunteerily can decide to continue moving or stop immediately, only treating the first model as inside the terrain. (Units Falling Back or Moved by Psychic Power must continue their move). Psychic Power manifested at the start of the Psyker's Movement Phase that lasts until the end of the following turn, unless otherwise stated. They can affect 1 or more enemy units (even Locked in Combat) and the Psyker himself. Penalties are cumulative but cannot take characteristics above 10 or below 1, unless otherwise stated. Unit can use Jump Pack in Movement Phase (12") OR in Assault Phase (re-roll Charge distance + Hammer of Wrath special rule) and automatically use Jump Pack when Falling Back. When using Jump Pack, they can move through units and terrain, taking Dangerous Terrain Test when beginning or ending Move in Difficult Terrain. Bulky & Deep Strike. If Zooming Flyers suffers Immobilized result, it must Zoom for the rest of the game (at previous Combat/Cruising Speed). It can still turn prior moving or enter Ongoing Reserves as normal, but can no longer Evade or move Flat Out. Unit can move through units and terrain, taking Dangerous Terrain Test when beginning or ending Move in Difficult Terrain. A Jet Pack unit can move 2D6" during assault phase, even if they have shot or Run in the preceding Shooting Phase or arrived by Deep Strike (if not Locked in Combat or Charging). Bulky, Deep Strike & Relentless. Jetbikes have the same rules as Bikes. Additionally, A Jetbike can Move through models and terrain, but if it begins or ends its Move in Difficult Terrain, it takes a Dangerous Terrain Test. At the end of enemy Movement Phase, this weapon may be fired at any other unit arriving from Reserve within range and line of sight, however the same weapon cannot be used in the subsequent turn. If the weapon also has Skyfire special rule, it uses its full BS against all targets (unless Snap Shots). To Hit of 6 by Character or Sniper Rifle. You allocate these Wounds in target unit (not Snap Shots or Scatter Weapons). To Hit of 6 by Character in Close Combat. You allocate these Wounds against an engaged model in target unit. Unit re-rolls all failed To Hit & To Wound rolls against this enemy. A model with Psychic Hood can attempt to Deny the Witch instead of a targeted unit within 6" or the same transport. Vehicle is treated as having Leadership 10 for purpose of Psychic Tests. Perils of the Warp is treated at Glancing Hit. See Rulebook 6E page 27. When Charging, models gets +2 Attacks instead of +1 (not applicable during Disordered Charge). Explanation At start of Fight sub-phase, gain +D3 Attacks if friendly models in combat < enemy models (unless Disordered Charge). Can fire 2 shots at half range, or 1 shot at maximum range. Bearer cannot Charge. Normal Leadership Test to Regroup if at 25% models (or if Assaulted). Insane Heroism Test if less than 25% models. Model can shoot with Heavy, Salvo or Ordnance weapons counting as Stationary, but cannot Charge that turn. For each To Wound of 6, target automatically takes a Wound, resolved at AP2. Add D3 to Armour penetration roll of 6. See Rulebook page 124. Can fire A shots at half range after Moving, or B shots at full range if Stationary. Bearer cannot Charge. Can illuminate targets after firing its weapons (becoming illuminated). Illuminated units gain no benefit from Night Fighting, Model re-rolls failed To Wound rolls. Cover Save counts as 2 points better (so 5+ if in the open). Cumulative with Stealth Cover Save bonus (Max 2+). Unit automatically passes Dangerous Terrain test and receives +1 to its Jink Cover Saves. Triggered instead of Shooting (once per game). Unit is considered obscured (5+ Cover Save) until enemy Assault Phase. The model shoots as if it had a BS of 1. May occur when firing Heavy Weapons after having Moved. Model does not get +1 Attack for fighting with two weapons, unless both have the Specialist Weapon rule. One model in the unit may shoot at a different target if it passes a Leadership Test (otherwise Shoot as normal). Cover Save counts as 1 point better (so 6+ if in the open). Cumulative with Shrouded Cover Save bonus (Max 2+). Unit ignores negative Leadership modifiers when taking Morale Checks or Pinning Tests (overruled by Fearless). Vehicle moving Flat Out must Move at least 12" and can Move up to 18". Supersonic Flyers cannot Hover. Unsaved Wounds from (Large) Blast or Template weapons count double. Swarms are not slowed by Difiicult Terrain. Unit suffering 1 or more Unsaved Wounds is set Ablaze. At the end of each turn, on a D6 of 1-3, the flames die out. On a 4+, the unit takes D3 Strength 4 AP5 hits (allocated by controlling player) against which no Cover Saves can be taken. This Vehicle has BS+1 when Shooting Assault, Heavy, Rapid Fire or Salvo Weapons at Artillery, Beasts, Bikes, Cavalry, Infantry, Monstrous Creatures and Vehicles without Flyer or Skimmer types. It's shots also have the Pinning special rule. Can move over models and all Terrain (take Dagerous Terrain Test if start/stop over Dangerous/Difficult/Impassable Terrain). Fast Skimmers may move 18" Flat Out. When suffering Immobilized while Moved Flat Out it is Wrecked. Skimmers have Jink special rule. Model uses normal BS when Shooting Flyers, Flying Monstrous Creatures & Skimmers. It can only fire Snap Shots against other target types, unless it has Interceptor special rule. Unit cannot Run, Turbo-boost, Flat Out, perform Sweeping Advances or fire Overwatch, but can Shoot with Heavy, Salvo or Ordnance weapons counting as Stationary and can also Charge that turn. Close Combat attacks (except Hammer of Wrath) are resolved at AP2 (unless attacking with an AP1 weapon). It can also make a Smash Attack instead of a normal Close Combat attack, doubling Strength at expense of halve its Attacks. Model may also re-roll Armour Penetration rolls, but must abide by the second result. To Hit of 6 counts as Precision Shot (See Precision Shot entry) and attacks Wound on a 4+. Sniper weapons are Strength 3 against Vehicles. These weapons also have the Pinning and Rending special rules. Model must Cruise, can only Snap Shot (including passengers) & automatically performs Tank Shocks against non-vehicles. If enemy vehicle is Rammed, both suffer a Hit against the Armour facing the other, resolved at Strength according to the Armour (+1 for each point > 10), Speed (+1 for each full 3") and Mass (+1 if Tank). Jink Cover Saves allowed. After deployment, before first turn, unit may redeploy within 6" (Infantry, Artillery, Walker or Monstrous Creature) or 12" (any other unit), but must stay more than 12" away from any enemy unit. This unit cannot Charge first turn or embark/disembark as part of the Scout redeployment. Unit may be deployed embarked in its Dedicated Transport. Also confers Outflank. Model (except Monstrous Creature or Vehicle) suffering 1 or more Unsaved Wounds has its Initiative halved & moves as if it were in Difficult Terrain until the end of its next turn. May Tank Shock or Ram instead of Moving Unit re-rolls failed Armour Penetration rolls against Vehicles and can choose to re-roll Glancing Hits (abiding to 2nd roll). When firing, place Template narrow end < 12" from the weapon & wide end not closer to the weapon than the narrow end. Explanation Re-roll failed To Hit. Template: re-roll failed To Wound & Armour Penetration. Blast may re-roll Both dice if not a Scatter Hit. Model can never gain bonus Attacks for fighting with two weapons. Initiative counts as 1 when attacking with this weapon (unless Monstrous Creature or Walker). Model may make additional 90 pivot on the spot at the end of its Move, but cannot Flat Out in following Shooting Phase. Psychic Shooting Attack, considered an Assault Weapon. Saves can be taken against Wounds from Witchfire. Maelstrom automatically targets & hits all units, friendly & enemy, within the Power's maximum range. Nova automatically targets & hits all units within the Power's maximum range and is treated like a Shooting Attack. Unit has Fearless and Hatred special rules. If a Chariot is a Skimmer, its rider can pick 1 unengaged enemy the Chariot has Moved over, rolling a D6 for every Attack on its Profile, hitting on a 3+ or 4+ (Combat or Cruising Speed). Hits are resolved against Vehicle Rear Armour and use Random Allocation. Sweep Attacks can be Precision Strikes and allow no Cover Saves. Swooping models may make single 90 pivot, followed by Move between 12" and 24". They can move through units & terrain (ignores Dangerous Terrain), Run 2D6" straight forward and cannot Charge or be Charged. Can only be Snap Shot at (except by Skyfire models) and cannot be hit by Template & (Large) Blast. Can enter Ongoing Reserve (keeping Flight Mode) when Moving off the board. Monstrous Flying Creatures can Dive and can become Grounded (see respective entries). This Psychic Shooting Attack can pick out chosen models. An a roll of 5 or less on the Psychic Test (if passed) you get to choose the affected model. If the result is greater than 5 (and the Test is passed) a randomly selected different model in the same unit is affected. Zooming Flyers may pivot 90, followed by 18"-36" Move. If forced to Move <18" it is automatically Wrecked. They can Move through units & Impassable Terrain, never taking Dangerous Terrain Tests. Zooming Flyers cannot Tank Shock/Ram nor can they be Tank Shocked/Rammed/Assaulted/Embarked. They fire 4 weapons at full BS if Moved at Combat/Cruising Speed & can only be Snap Shot at (except by Skyfire). Blast/Template Weapons have no effect on Zooming Flyers. They can Evade, get Locked Velocity or Crash & Burn (see respective entries). If they leave the airspace, they enter Ongoing Reserve. Target a point within the power's range and draw a line between the chosen point and the Psyker's base. This beam automatically hits all models (friend or foe, including wall & buildings) under the line. The closest model to the Psyker gets hit with full Strength, the next at Strength -1, then Strength -2 and so on, until Strength drops to 0 or no more models in range. Special Move (min distance is Combat Speed) through enemy models not Locked in Combat, forcing them to pass a Morale Check or immediately Fall Back. Enemy models under the Tank's final position must be moved 1" away (getting crushed if they can't). Cannot move Flat Out that turn or (dis)embark units. 1 model may attempt Death or Glory (see entry). Ignores Cover. Cannot fire Snap Shots (but can fire Overwatch, automatically inflicting D3 hits). Ignores Focus Fire. If used on a building, the occupying unit suffers D6 hits while the building suffers 1 normal hit. When Swooping, model may Savage its prey, At end of Movement Phase, nominate unengaged unit the model Moved over (including Flyers). That unit takes D3+1 hits at unmodified Strength and AP3. Against Vehicles, target Side Armour. Model counts as having fired one weapon in following Shooting Phase. Additional weapons may target different target. Moves, Runs, Charges, gets locked in Combat, makes Sweeping Advances, Piles In, Consolidates & Fires Overwatch as Infantry, becoming Immobilized if failing Dangerous Terrain Test. Models assaulting Walker roll against Front Armour (unless Immobilized, then it's Rear Armour). Immobilized/Stunned Walkers have -1 Attacks (Shaken has no effect).