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SPECIAL RULES

Acute Senses If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from. Aid Unlooked For The egion of the !amned always start the game in reserve and always arrive by !eep "trike, even in missions that do not normally use these rules. #ote that the egion of the !amned are renowned to arrive wherever they are most needed, so you can re-roll the deep strike scatter dice if you wish. And They Shall Know No Fear $ unit that contains at least one model with this special rule automatically passes tests to %egroup. The unit can move, shoot (or %un) and declare charges normally in the turn in which it %egroups (in addition to the &' %egroup move). If a unit containing one or more models with this special rule is caught by a "weeping $dvance, they are not destroyed, but remain locked in combat instead. $dditionally, a unit that contains at least one model with this special rule is immune to (ear. Assault Vehicle )assengers disembarking from $ccess )oints on a vehicle with this special rule can charge on the turn they do so, even on a turn that the vehicle was destroyed. attle For!ed "eroes "icarius is accompanied by the finest warriors that the *nd +ompany has to offer. One Tactical s,uad in an army that includes "icarius can have one of the following special rules at no additional cost- +ounter-attack, Infiltrate, "cout or Tank .unters. lessin! o# the $%nissiah If a Techmarine is in base contact with a damaged vehicle during the "hooting phase, he can attempt to repair it instead of firing. %oll a !/ and add the the following modifiers 0ach "ervitor with a servo-arm in the unit 12 The Techmarine has a servo-harness 12

If the result is 3 or more, then either a 4eapon !estroyed result or Immobilised result (owning player5s choice) will be repaired. If a 4eapon !estroyed result is repaired, that weapon can be fired in the following "hooting phase. The Techmarine cannot repair if gone to ground or falling back olster &e#ences Techmarines can increase the effectiveness of cover, reinforcing crumbling walls and welding badly-damaged spars. 0ach Techmarine can bolster a single ruin before the game begins. 4hen you deploy, nominate one ruin in your deployment area for your Techmarine to bolster. The ruin5s cover save is increased by one for the duration of the game. (or e6ample, a normal ruin (71 save) so reinforced would offer a &1 cover save. $ ruin can only be bolstered once.

SPECIAL RULES
olter &rill ysander has never lost the skills that made him the most efficient s,uad sergeant the Imperial (ists have ever known. $ny models in a s,uad ysander has 8oined can re- roll failed 5to hit5 rolls when shooting with heavy bolters, storm bolters, bolters, and bolt pistols. ulky 9ulky models count as two models for the purposes of Transport +apacity. Cha'ter Tactics If you include )edro :antor then all units in your army e6change the +ombat Tactics special rule for the "tubborn universal special rule and your "ternguard ;eteran s,uads gain the .old The ine<. If you include ysander then all units in your army e6change the combat tactics special rule for the stubborn universal special rule. If you include :ayvaan "hrike then all units in your army e6change the +ombat Tactics special rule for the (leet universal special rule. If you include .e5stan then all units in your army lose the +ombat Tactics special rule. Instead, all thunder hammers in your army will count as master-crafted, and all flamers, heavy flamer, meltaguns and multimeltas count as twin-linked. If you include :or5sarro :han then all units in your army e6change the +ombat Tactics special rule for the ability to outflank. If you choose to do this, all dedicated transports also gain the ability to outflank - see the %eserves mission special rule If more than one character in your army has the +hapter Tactics special rule, you must choose which version will apply. Co%(at S)uads $ number of ten-man units in the "pace =arines army have the option of breaking down into two five-man units, called combat s,uads. The decision to split the unit into combat s,uads, as well as which models go into each combat s,uad, must be made when the unit is deployed. 9oth combat s,uads can be deployed in separate locations. The one e6ception to this is a unit that arrives by !rop )od. The player can choose to split such a unit into combat s,uads when it disembarks from the !rop )od. If you decide to split a unit into combat s,uads, then each combat s,uad is treated as a separate unit for all game purposes from that point. Co%(at Tactics $ non-fearless "pace =arine unit with this special rule can choose to automatically fail any =orale check it is called upon to take. Counter Attack

SPECIAL RULES
If a unit contains at least one model with this special rule, and that unit is charged, it must immediately take a eadership test. If the test is successful,e very model with the +ounterattack special rule in the unit gets 12 $ttack until the end of the phase. If, when charged, the unit was already locked in combat, the +ounter-attack rule has no effect &ee'strike In order for a unit to be able to !eep "trike, all models in the unit must have the !eep strike special rule and the unit must start the game in reserve. 4hen placing the unit in reserve, you must tell your opponent that it will be arriving by !eep "trike (sometimes called !eep "trike reserve). "ome units that must arrive by !eep "trike. They always begin the game in reserve and always arrive by !eep "trike. 4hen working out how many units can be placed in reserve, units that must be deployed by !eep "trike (along with any models embarked upon them) are ignored. In addition, a unit that must arrive by !eep "trike (such as a !rop )od) must do so. $rriving by !eep "trike %oll for the arrival of all deep striking units as specified in the rules for %eserves and then deploy them as follows (irst, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model5s final position. If a vehicle scatters when arriving via !eep "trike, do not change its facing - it must continue to face the same direction as it did before you rolled for scatter. #e6t, the unit5s remaining models are arranged around the first one. =odels must be placed in base contact with the first model in a circle around it. 4hen the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. 0ach circle must include as many models as will fit. =odels deploying via !eep "trike treat all difficult terrain as dangerous terrain.

In the =ovement phase during which they arrive, deep striking units may not move any further, other than to disembark from a deep striking Transport vehicle if they are in one. >nits deep striking into ruins are placed on the ground floor. !eep striking units count nonruined buildings (e6cept for their battlements) as impassable terrain. In that turn5s "hooting phase, these units can fire (or %un) as normal, and obviously count as having moved in the previous =ovement phase. ;ehicles, e6cept for 4alkers, count as having moved at +ruising "peed (even immobile vehicles). This can affect the number of weapons they can fire with their full ballistic "kill. In that turn5s $ssault phase, however, these units cannot charge. This also applies to units that have disembarked from Transports that arrived by !eep "trike that turn. !eep "trike =ishaps !eep striking onto a crowded battlefield may prove dangerous, as one may arrive miles from the intended ob8ective or even materialise inside solid rock< If any of the models in a deep striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 2'

SPECIAL RULES
of an enemy model, something has gone wrong. The controlling player must roll on the !eep strike =ishap table and apply the results. If the unfortunate unit is also a Transport, the !eep strike =ishap result applies to both the unit and anything embarked within it. !eep "trike =ishap Table Terrible accident < 2 Teleporting units are lost in the warp, deep striking ?ump units are shot down, or some other suitably dramatic event occurs. The entire unit is destroyed< =isplaced. *@& 4ere the coordinates slightly inaccurate, or has the enemy 8ammed your instrumentsA Bour opponent may deploy the unit anywhere on the table (e6cluding impassable and lethal terrain, but including difficult terrain, which of course counts as dangerous for deep striking units), in a valid !eep "trike formation, but without rolling for scatter !elayed. 7@/ 9ecause of mechanical failure or enemy action, the reinforcements are delayed. The unit is placed in Ongoing %eserves. If the unit is unlucky enough to ro22 this result in turn 3 or later and then the game ends while it is still in reserve, it sadly counts as destroyed.

&ro' Pod Assault !rop )ods always enter play using the deep strike. $t the beginning of your first turn, you must choose half of your !rop )ods (rounding up) to make a 5!rop )od $ssault5. >nits making a !rop )od $ssault arrive on the player5s first turn. The arrival of the remaining !rop )ods is rolled for as normal. $ unit that !eep "trikes via !rop )od may not assault in the turn it arrives. Eye o# Ven!eance 4ounds caused by Telion5s "hooting attacks are allocated by his controlling player, rather than the opposing player. Fearless >nits containing one or more models with the (earless special rule automatically pass )inning, (ear and %egroup tests and =orale checks, but cannot Co to Cround and cannot choose to fail a =orale check due to the Our 4eapons are >seless rule Feel No Pain 4hen a model with this special rule suffers an unsaved 4ound, it can make a special (eel #o )ain roll to avoid being wounded (this is not a saving throw). %oll a !/ each time an unsaved 4ound is suffered. On a 7 or less, you must take the 4ound as normal. On a 31, t he unsaved 4ound is discounted - treat it as having been saved. #ote that (eel #o )ain rolls cannot be made against unsaved 4ounds that inflict Instant !eath.

SPECIAL RULES
If a unit has the (eel #o )ain special rule with a number in brackets afterwards - (eel #o )ain (/1), for e6ample - then the number in brackets is the !/ result needed to discount the 4ound. Fleet $ unit composed entirely of models with this special rule can re-roll one or more of the dice when determining %un moves and charge ranges. *i#t o# Prescience If your army contains Tigurius, you can choose to re-roll any reserve rolls - even successful ones. "a%%er o# +rath If a model with this special rule charges and ends its charge move in base contact with one or more enemy models, it makes one additional $ttack that hits automatically and is resolved at the model5s unmodified "trength with an $) of -. This $ttack is resolved during the (ight sub-phase at the Initiative 2D step. This does not grant the model an additional )ile In move at the Initiative 2D step. If a model with this special rule charges a Transport vehicle or building, the .ammer of 4rath hit is resolved against the Transport vehicle or building, not the occupants. "eroic Inter,ention ;anguard ;eterans are famed for arriving at a time and place where their onslaught can make the most difference to a battle. If a 8ump pack e,uipped ;anguard ;eteran s,uad arrives from deep strike, the player can elect for the s,uad to perform a .eroic Intervention - before the deep strike scatter dice are rolled. If he declares a .eroic Intervention, the ;anguard ;eteran s,uad cannot shoot (or run) that turn but can assault (provided they are close enough). This ability cannot be used if an independent character has 8oined the ;anguard ;eteran s,uad. "old the LineIf your army includes )edro :antor, your "ternguard ;eteran s,uads are scoring units. "onour o# the Cha'ter $ +haplain utterly embodies the honour of the +hapter. .e, and all members of a s,uad he has 8oined, are fearless. "onour or &eath The +hapter +hampion must be ready to challenge any enemy leader to single combat, and all his training is bent to this goal. In an $ssault, the +hapter +hampion must direct all of his attacks against an enemy independent character if in base contact with one. .e always re-rolls any failed rolls to hit and to wound that are directed against an enemy independent character. I%%o(ile

SPECIAL RULES
$ !rop )od cannot move once it has entered the battle, and counts in all respects as a vehicle that has suffered an Immobilised damage result (which cannot be repaired in any way) Inde'endent Character Independent +haracters can 8oin other units. They cannot, however, 8oin vehicle s,uadrons or units that always consist of a single model (such as most vehicles and =onstrous +reatures). They can 8oin other Independent +haracters, though, to form a powerful multicharacter unit< ?oining and eaving $n Independent +haracter can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in reserve) by informing your opponent of which unit it has 8oined. In order to 8oin a unit, an Independent +haracter simply has to move so that he is within the *' unit coherency distance of a friendly unit at the end of their =ovement phase. If the Independent +haracter is within *' of more than one unit at the end of its =ovement phase, the player must declare which unit it is 8oining. If an Independent +haracter does not intend to (or cannot) 8oin a unit, it must (where possible) remain more than *' away from it at the end of the =ovement phase. This is to make clear whether they have 8oined a unit or not #ote that, after an Independent +haracter 8oins a unit, that unit can move no further that =ovement phase. $n Independent +haracter can leave a unit during the =ovement phase by moving out of unit coherency with it. .e cannot 8oin or leave during any other phase - once shots are fired or charges are declared, it is too late to 8oin in or duck out< $n Independent +haracter cannot leave a unit while either he or the unit is locked in combat, falling back or has gone to ground. .e cannot 8oin a unit that is locked in combat or falling back. If an Independent +haracter 8oins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase. 4hile an Independent +haracter is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters. ook Out, "ir Independent +haracters pass look Out, "ir rolls on a *1 .eroic =orale $ unit that contains one or more Independent +haracters does not need a double I to %egroup if reduced to below *3E of its starting numbers, but instead tests as if it had at least *3E remaining. "pecial %ules 4hen an Independent +haracter 8oins a unit, it might have different special rules from those of the unit. >nless specified in the rule itself (as in the "tubborn special rule), the unit5s special rules are not conferred upon the Independent +haracter, and the Independent +haracter5s special rules are not conferred upon the unit. "pecial rules that are conferred to the unit only apply for as long as the Independent +haracter is with them. Independent +haracters and Ongoing 0ffects

SPECIAL RULES
"ometimes, a unit that an Independent +haracter has 8oined will be the target of a beneficial or harmful effect, such as those bestowed by the 9lind special rule, for e6ample. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you5ll need to mark the character accordingly. +onversely, if a character 8oins a unit after that unit has been the target of an ongoing effect (or 8oins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared. Inertial *uidance Syste%s "hould a !rop )od scatter on top of impassable terrain or another model (friend or foe<) then reduce the scatter distance by the minimum re,uired in order to avoid the obstacle. In#iltrate >nits that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. ff both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units. Infiltrators can be set up anywhere on the table that is more than 2* ' from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 2* ' from any enemy unit. $lternatively, they can be set up anywhere on the table more than 2F' from any enemy unit, even in plain sight. $ unit that deploys using these rules cannot charge in the first turn. .aving Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as %eserves. If a unit with Infiltrate is deployed inside a !edicated Transport, they may Infiltrate or Outflank along with their Transport, but if they do, they must deploy G move onto the table embarked within it. $n Independent +haracter without the Infiltrate special rule cannot 8oin a unit of infiltrators during deployment. Ins'irin! Presence $ll friendly units within 2*' of )edro :antor receive 12 $ttack whilst he lives. This bonus does not apply to :antor, and does not stack with the similar bonus from a +hapter 9anner. .ink $ model with this special rule that has moved in its =ovement phase gains a 31 cover save until the start of its ne6t =ovement phase. If a model with this special rule moves (lat Out or Turbo-boosts, it instead gains a 71 cover save until the start of its ne6t =ovement phase Litur!ies o# attle

On a player turn in which he assaults, a +haplain and all members of any s,uad he has 8oined can re-roll failed rolls to hit.

SPECIAL RULES
Lord o# the Ar%oury If you include a =aster of the (orge in your army, !readnoughts, ;enerable !readnoughts and Ironclad !readnoughts may be taken as .eavy "upport choices as well as 0lites choices. /aster o# the Cri%son Fists If your army contains )edro :antor, you may also include one honour guard s,uad. This unit does not count against your .H allowance. /aster o# the "unt :or5sarro :han, and models in his unit, benefit from the hit and run and furious charge special rules. /aster o# the Ultra%arines If your army includes =arneus +algar, you may take three .onour Cuard s,uads, rather than the usual one allowed for a +hapter =aster. Only one s,uad may carry the +hapter 9anner. These units do not count against your .H allowance /aster Psyker Tigurius knows all the )sychic powers available to "pace =arine ibrarian /indlock $ unit of "ervitors must test for mindlock at the start of each friendly turn. %oll a !/ for each unit of "ervitors. If the result is a 7, 3 or / the test is passed and the unit can function normally for the remainder of the turn. If the result is a 2, * or &, the "ervitors have succumbed to mindlock - the unit (and any characters) may not move, shoot or assault that turn (though they will fight normally in close combat if already engaged). If a Techmarine or =aster of the (orge is part of the "ervitor unit at the start of the turn, the mindlock test is passed automatically. /ounted Assault If :or5sarro :han rides =oondrakkan, "pace =arine 9ike s,uads of at least five models may be taken as Troops choices. If your army includes a +aptain on "pace =arine bike, "pace =arine 9ike s,uads of at least five models may be taken as Troops choices. /o,e Throu!h Co,er $ unit that contains at least one model with this special rule rolls an e6tra !/ when rolling to move through difficult terrain. In most circumstances, this will mean that the unit rolls &!/ and picks the highest roll. (urthermore, a model with the =ove Through +over special rule automatically passes !angerous Terrain tests. The =ove Through +over special rule has no effect on charge range rolls or Impact tests. $ut#lank

SPECIAL RULES
!uring deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an une6pected direction. 4hen an Outflanking unit arrives from %eserves, but not Ongoing %eserve, the controlling player rolls a !/- on a 2 - *, the unit comes in from the table edge to the left of their controlling player5s own table edgeI on a & @ 7, they come on from the rightI on a 3 @ /, the player can choose left or right. =odels move onto the table as described for other %eserves. If such units are picked from their army list with a !edicated Transport, they may Outflank along with their Transport, but if they do, they must move onto the table embarked within it. Power o# the /achine S'irit $ and %aider can fire one more weapon than would normally be permitted. In addition, this weapon can be fired at a different target unit to any other weapons, sub8ect to the normal rules for "hooting. Therefore, a and %aider that has moved at combat speed can fire two weapons, and a and %aider that has either moved at cruising speed, or has suffered a 5+rew "tunned5 or 5+rew "haken5 result can fire a single weapon. Relentless %elentless models can shoot with .eavy, "alvo or Ordnance weapons, counting as stationary even if they moved in the previous =ovement phase. They are also allowed to charge in the same turn they fire .eavy, Ordnance, %apid (ire or "alvo weapons. Re'air %hinos are e6ceptionally resilient vehicles and can often be repaired by their crew in the heat of battle. If a %hino is immobilised for any reason, then in subse,uent turns the crew can attempt a temporary repair instead of the vehicle shooting. %oll a !/ in the "hooting phase, and on a / the vehicle is no longer Immobilised Rites o# attle If "icarius is on the table, all other "pace =arine units can use his eadership for any =orale or )inning tests. Scout $fter both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, $rtillery a 4alker or a =onstrous +reature, each model can redeploy anywhere entirely within /' of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 2*' of its current position. !uring this redeployment, "couts must remain more than 2*' away from any enemy unit. $ unit that makes a "cout redeployment cannot charge in the first turn. $ unit cannot embark or disembark as part of a "cout redeployment. If both sides have "couts, roll-off, the winner decides who redeploys first. Then alternate redeploying "cout units. If a unit with this special rule is deployed inside a !edicated Transport, it confers the "cout

SPECIAL RULES
special rule to the Transport (though a disembarkation cannot be performed as part of the redeployment). #ote that a Transport with this special rule does not lose it if a unit without this special rule is embarked upon it. This rule also confers the Outflank special rule. See0 ut Re%ain Unseen "hrike and models in his s,uad benefit from the infiltrate special rule. Slow and Pur'ose#ul $ unit that contains at least one model with this special rule cannot %un, Turbo- boost, move (lat Out, perform "weeping $dvances or fire Overwatch. They can, however, shoot with .eavy, "alvo and Ordnance weapons, counting as stationary even if they moved in the previous =ovement phase. They are also allowed to charge in the same turn they fire .eavy, Ordnance, %apid (ire or "alvo weapons. Stealth $ unit that contains at least one model with this special rule counts its cover saves as being 2 point better than normal. #ote that this means that a model with the "tealth special rule always has a cover save of at least /1, even if it is in the open. This rule is often presented as "tealth (J) where J indicates a specific type of terrain, such as "tealth ((orests) or "tealth (%uins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type. Stu((orn 4hen a unit that contains at least one model with this special rule takes =orale checks or )inning tests, they ignore any negative eadership modifiers. If a unit is both (earless and "tubborn, it uses the rules for (earless instead. Sur'rise Attack$n army that includes "icarius can re-roll the dice when attempting to seiKe the initiative. Tank Co%%ander +hronus5 tank ignores any +rew "haken or +rew "tunned results and can use his 9allistic "kill of 3. If the tank suffers a 4recked or 06plodes< result, roll a !/. On a 2 or *, +hronus is slain. If the result is & or more, +hronus leaps clear at the last second - when the damage has been resolved, place him within *' of the vehicle5s position. If +hronus5 vehicle has been destroyed he has the above profile and following special rules for the remainder of the game- $nd They "hall :now #o (ear, +ombat Tactics, Independent +haracter. .e may not take command of a different tank. Tank "unter $ unit that contains at least one model with this special rule re-rolls failed armour penetration rolls against vehicles (both with shooting and in close combat) and can choose to re-roll glancing hits, in an attempt to instead get a penetrating hit - but the second result

SPECIAL RULES
must be kept. Unyieldin! S'ectres The egion of the !amned are impervious to even the deadliest weaponry. Their saving throw is invulnerable. Venera(le If a ;enerable !readnought suffers a glancing or penetrating hit, you can ask your opponent to re-roll the result rolled on the ;ehicle !amage chart. Bou must accept the result of the second roll, even if it is worse than the first. Voice o# E1'erience Telion can forgo making a "hooting attack of his own to guide a 9attle-9rother5s shot. If Telion does not make a shooting attack, one friendly model in his s,uad can use his 9allistic "kill of /. Bou must declare you are using this ability before either Telion or the beneficiary fire any shots

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