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Difficult Terrain roll 2 x D6, and take the highest dice roll as movement. [Page 90] If jump troops, make dangerous terrain test if start/end on difficult terrain. If ground vehicle, make dangerous terrain test. If flier or skimmer, no effect. Dangerous Terrain on a roll of 1, unit is killed. [Page 90]
Shooting
[Page 12]
1 6 6
2 5+ 6
3 4+ 6
4 3+ 6
5 2+ 6
To Wound 1 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3 6 5+ 4+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ Target Toughness 4 5 6 7 6 5+ 6 4+ 5+ 6 3+ 4+ 5+ 6 2+ 3+ 4+ 5+ 2+ 2+ 3+ 4+ 2+ 2+ 2+ 3+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 2+ 8 6 5+ 4+ 3+ 2+ 9 6 5+ 4+ 3+ 10 6 5+ 4+ Save 6+ 5+ 4+ 3+ +1 Rules Cover save as determined by structure (see above) Receives a cover save +1 5+ cover save 4+ cover save Can only be hit using snap shot unless targeted by Skyfire weapon. Cannot be hit by any template weapon.
1 2 3 4 5 6 7 8 9 10
Cover saves Cover Type [Page 18] Razor wire Forests and area terrain Ruins, ruined fortifications, trenches Fortifications Unit has "gone to ground" Vehicle scenario Vehicle is obscured, with 25% of it obscured by structure [Page 74] Only a tiny portion of the vehicle is displayed [Page 74] Jink model (fast skimmer/motorbike) has moved normal allowance [Page 38] Jink model (fast skimmer/motorbike) has moved flat out [Page 38] Flier is "zooming" at 18" speed [Page 80]
Weapon Strength
1 2 3 4 5 6 7 8 9 10
Attackers WS
Charging into assault Unit Type Charge range Infantry Jump units with Jump Packs (otherwise treat as infantry 2D6" 2D6" But may reroll both dice.
Jet units with Jet Packs (otherwise treat as infantry Bikes and cavalry
2D6"
Charge through Difficult Terrain 3D6, discarding the highest 3D6, discarding the highest But may reroll any to all dice if needed. Must make dangerous terrain test. 2D6, but must make dangerous terrain test. 2D6, but must make dangerous terrain test. 3D6, discarding the highest
2D6"
Pskyers
[Page 66]
Psychic tests taken using Psykers Leadership Perils of the warp on a double 1 or double 6 cause model to lose wound (no save). Double 1 causes power to still be in effect Deny the witch can block power usage on roll of 6. This receives +1 if a Mastery Level 1 psyker is in the unit or +2 if a Mastery Level 2 psyker is present (such as Librarian).
Vehicles
Hit Points Vehicle Type
Hit Points 2 3 4
Damage [Pages 73-74] Glancing blow removes a vehicle Hit Point Penetrating shot removes vehicle Hit Point, and causes roll on Vehicle Damage table Roll Result 1-2 Crew shaken. Can only fire snap shots next turn. 3 Crew stunned. Cannot move, and can only fire snap shots next turn. Zoom vehicles will still move 18" but cannot turn. Weapon Destroyed. If no weapons left, immobilised. Immobilised. If already immobilised, remove another Hit Point. If fast skimmer treat as destroyed If a flier, cannot turn (must move in straight line). Explodes. It's gone! 1D6" Strength 3 explosion.
4 5
Modifiers, +1 if vehicle is Open Topped [Page 82] +1 from an AP2 weapon +2 from an AP1 weapon
Reserves
[Page 124]
Roll for each unit in reserve Turn Unit arrives on roll of 2 3+ 3 3+ 4 Automatically Deep Strike Mishaps [Page 36] Roll if the unit lands on top of friendly unit, within 1 of enemy unit or on impassable terrain. Effects apply to any vehicle and inhabitants within. Turn Effect 1 Terrible accident. Entire unit is lost. 2-3 Misplaced. Opponent may place unit anywhere on board (but not impassible terrain). 4-6 Delayed. Unit is placed back into reserves. If unit lands on difficult terrain, make a dangerous terrain roll.