Справочник правил
Всё общее, что может понадобиться за столом: правила оружия, базовые способности и стратагемы. Правила конкретного отряда или детачмента удобнее смотреть прямо в ростере — там они открываются по нажатию.
Правила оружия
Короткие пересказы базовых правил 11-й редакции на английском, как в самих правилах.
- Assault
- The unit can shoot with this weapon in a turn in which it Advanced.
- Close-Quarters
- The unit can shoot with this weapon while it is in Engagement Range, but only at enemy units it is engaged with.
- Pistol
- Can be shot while the model is in Engagement Range, but only at units it is engaged with.
- Heavy
- +1 to the Hit roll if the unit is not engaged, was not set up this turn and none of its models moved more than 3″.
- Rapid Fire
- Rapid Fire X: if the target is within half the weapon's range, the Attacks characteristic is increased by X.
- Blast
- +1 attack for every 5 models in the target unit. Cannot target a unit that is engaged with a friendly unit (even when a MONSTER or VEHICLE is shooting).
- Cleave
- Cleave X: the melee counterpart of Blast — extra attacks for the size of the target unit, if all attacks with this weapon target one unit.
- Torrent
- Attacks with this weapon automatically hit the target.
- Lethal Hits
- A Critical Hit (usually an unmodified 6) automatically wounds the target with no Wound roll; it still counts as a hit.
- Sustained Hits
- Sustained Hits X: each Critical Hit scores X additional hits.
- Devastating Wounds
- A Critical Wound inflicts mortal wounds instead of normal damage — no saving throws are made against them.
- Anti
- Anti-KEYWORD X+: against units with that keyword, an unmodified Wound roll of X+ scores a Critical Wound.
- Melta
- Melta X: if the target is within half the weapon's range, the Damage characteristic is increased by X.
- Twin-linked
- You can re-roll the Wound roll.
- Lance
- +1 to the Wound roll if the unit made a Charge move this turn.
- Ignores Cover
- The target does not receive the benefit of cover against these attacks.
- Indirect Fire
- Can target units that are not visible. Such an attack gives the target cover, Hit re-rolls are not allowed and an unmodified 1–5 misses; if the unit Remained Stationary and the target is visible to another friendly unit, only 1–3 misses.
- Precision
- Attacks can be allocated to an attached CHARACTER before its Bodyguard models.
- Hazardous
- After shooting or fighting with this weapon, take a Hazard roll: one D6 per such weapon, failed on a 1–2. Each failure inflicts 1 mortal wound on the unit (3 if every model in the unit is a MONSTER or VEHICLE).
- Extra Attacks
- The model attacks with this weapon in addition to the melee weapon it selected.
- One Shot
- This weapon can be used only once per battle.
- Psychic
- Attacks ignore modifiers to WS, BS and the Hit roll.
- Conversion
- Against targets beyond half the weapon's range, an unmodified Hit roll of 4+ scores a Critical Hit.
- Hunter
- Hunter X: this weapon can only target units with the X keyword.
Общие способности
Damaged
This ability always takes the form Damaged X. While a model’s remaining wounds are equal to or less than X, that model is damaged: while damaged, that model’s attacks have -1 to hit rolls.
Deadly Demise
From detonating ammo stores to corrosive innards or frenzied death throes, some targets are deadly even in defeat.
This ability always takes the form Deadly Demise X. Each time a model with this ability is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a deadly demise; each unit within 6" of that model suffers a number of mortal wounds denoted by X (if this is a random number, roll separately for each unit within 6").
Deep Strike
There are many ways by which to deploy troops to the field of battle including tunnels, teleportation devices and other esoteric means of transportation.
Each time this unit makes an ingress move (20.04), if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent’s deployment zone.
Feel No Pain
The hardiest warriors refuse to be laid low, even by wounds that should by all rights prove lethal.
This ability always takes the form Feel No Pain X+. Each time a model with this ability would lose a wound, roll one D6: on an X+, that wound is not lost.
Fights First
Those possessed of lightning-fast reactions may strike before the opponent can react.
While every model in a unit has this ability, that unit is a Fights First unit.
See the Resolve Fights First Combats step in the Fight phase (12.04).
Firing Deck
Some transports have dedicated platforms or firing ports from which embarked passengers can lay down a withering hail of munitions.
This ability always takes the form Firing Deck X. In your Shooting phase, each time this TRANSPORT is selected to shoot, if one or more units are embarked within it, resolve the following sequence:
• Select up to X models embarked within this TRANSPORT (excluding models whose units have already been selected to shoot this phase).
• For each selected model, select one of its ranged weapons (excluding [ONE SHOT] weapons).
• Until this TRANSPORT has resolved all of its attacks, it has all of those selected weapons in addition to its other weapons.
• Until the end of the turn, units embarked within this TRANSPORT are not eligible to shoot.
Hover
Some airborne vehicles can use vectored thrusters or anti-gravity technology to hover and skim over the battlefield, the better to hunt their prey or deploy embarked troops.
Each time this unit takes to the skies (21.03), do not subtract 2" from the maximum distance.
Infiltrators
Many armies employ reconnaissance units who can sit concealed, waiting for the right moment to strike.
During deployment, if every model in a unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from your opponent’s deployment zone and all enemy units.
Leader
Mighty heroes fight at the forefront of battle.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.
Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Lone Operative
Assassins and other covert agents are difficult to pinpoint in the storm of battle.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within 12" of this unit.
If this ability takes the form Lone Operative X", unless part of an attached unit, this unit is not visible to enemy models unless they are within X" of this unit, and it cannot be targeted by [INDIRECT FIRE] weapons unless the attacking model is within X" of this unit.
Scouts
Scouts form the vanguard of many armies. Unnoticed by the enemy, they range ahead of the main force.
This ability always takes the form Scouts X". In the Resolve Pre-battle Abilities step, if every model in a unit has this ability, you can do one of the following:
• If that unit is in strategic reserves, you can set up that unit anywhere that is wholly within your deployment zone.
• If that unit is wholly within your deployment zone, it can make a scout move (see below).
• If that unit is embarked within a DEDICATED TRANSPORT that is wholly within your deployment zone, and if every model embarked within that DEDICATED TRANSPORT has the Scouts ability, that DEDICATED TRANSPORT can make a scout move.
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
Stealth
The stealthiest warriors can evade the attentions, and the bullets, of their foes.
If every model in a unit has this ability, each time a ranged attack targets that unit, that unit has the benefit of cover against that attack (13.08).
Super-heavy Walker
Monstrous creatures and gigantic engines of war loom over the battlefield like gods given form, striding over combatants and smashing through almost any obstacle that bars their passage.
Each time a unit with this ability makes a normal, advance or fall-back move:
• Models in that unit can move through models (including MONSTER/VEHICLE models, but excluding TITANIC models) and can move horizontally through sections of terrain features that are 4" or less in height.
• Before moving that unit, you can select for all models in that unit to have the MOBILE keyword until that move ends. If you do, when that move ends, roll one D6: on a 1, that unit is battle-shocked.
Designer’s Note: Gaining the MOBILE keyword for the duration of a move will enable models in that unit to move horizontally through dense terrain features (13.06).
Support
Specialist combatants may be assigned to front-line squads to bolster their fighting effectiveness.
Before the battle, in the Muster Armies step, for each leader and support unit in your army, you can select one friendly bodyguard unit that unit can lead. That unit will then lead that bodyguard unit for the battle and form an attached unit with it.
Unless otherwise stated, each bodyguard unit can only have one leader unit and one support unit attached to it.
Действия движения
ADVANCE MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: Advance roll + your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Make an advance roll by rolling one D6.
AFTER MOVING:
• Your unit must be unengaged.
• Until the end of the turn, unless otherwise stated, your unit is not eligible to declare a charge or start an action.
ASSAULT DISEMBARK MOVE · Movement Ability · Ability "Move"
SET-UP DISTANCE: 3"
ELIGIBLE IF:
• Embarked within a TRANSPORT on the battlefield
• Did not embark within that TRANSPORT this phase
• That TRANSPORT has not made an advance/fall-back move this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
CHARGE MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: Charge roll.
ELIGIBLE IF: Your unit declared a charge this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select one or more enemy units that are within 12" of your unit and within the maximum distance of your unit; until the end of this move, each of those enemy units is a charge target.
WHILE MOVING:
• Each model must end its move closer to one or more charge targets.
• Each model that can end its move within 1" of one or more charge targets must do so.
• Each model that can end its move engaged with one or more charge targets must do so.
AFTER MOVING:
• Your unit must be engaged with all of the charge targets.
• Your unit cannot be engaged with one or more enemy units that are not charge targets.
• Until the end of the turn, each model in your unit has the Fights First ability (24.13).
CONSOLIDATION MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: 3"
ELIGIBLE IF: It is the Fight phase and your unit was eligible to fight this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select consolidation mode:
• Ongoing Consolidation:
If your unit is engaged, you must select this mode and select every enemy unit it is engaged with.
• Engaging Consolidation:
Otherwise, if your unit is within 3" of one or more enemy units, you must select this mode and select one or more of those enemy units.
• Objective Consolidation:
Otherwise, if your unit is within 3" of one or more objectives, you must select this mode and select one of those objectives.
WHILE MOVING:
• Ongoing Consolidation:
Models in base-contact with one or more enemy models cannot be moved. Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
• Engaging Consolidation:
Each model that is moved must end its move closer to the closest selected enemy unit, and engaged with it if possible.
• Objective Consolidation:
Each model that is moved must end its move within range of the selected objective if possible, or closer to it if not.
AFTER MOVING:
• Ongoing Consolidation:
Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
• Engaging Consolidation:
Your unit must be engaged with all of the selected enemy units. If one or more enemy units engaged with your unit have not been selected to fight this phase, your opponent must select each of those units, one at a time; when each is selected, it becomes eligible to fight and is selected to fight (12.04).
• Objective Consolidation:
Your unit must be unengaged and within range of the selected objective.
DISEMBARK MOVE · Movement Ability · Ability "Move"
SET-UP DISTANCE:
- Rapid/Tactical Disembark: 3"
- Combat Disembark: 6"
ELIGIBLE IF: All of the following apply to your unit:
• Embarked within a TRANSPORT model that is on the battlefield.
• Did not embark within that TRANSPORT this phase.
• That TRANSPORT has not made an advance or fall-back move this phase.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Select disembark mode:
• Rapid Disembark:
If that TRANSPORT made a normal or ingress move this phase, you must select this mode.
• Tactical Disembark:
Otherwise, If that TRANSPORT remained stationary or has not yet been selected to move this phase, and if you can set up your unit as described below, you must select this mode.
• Combat Disembark:
Otherwise, you must select this mode. Make a hazard roll for each model in your unit.
WHILE MOVING: Set up each model in your unit wholly within the set-up distance of that TRANSPORT.
• Rapid Disembark:
If that TRANSPORT made an ingress move this turn, each model must follow the same rules that TRANSPORT had to follow while resolving that move.
• Combat Disembark:
Each model can be set up engaged with one or more enemy units that TRANSPORT is engaged with.
AFTER MOVING:
• Rapid Disembark:
Until the end of the turn, your unit is not eligible to declare a charge.
• Tactical Disembark:
Select your unit to make a normal or advance move.
• Combat Disembark:
Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
RAPID DISEMBARK
When a unit uses the rapid disembark mode after its TRANSPORT makes an ingress move, the models must follow the same rules and restrictions as that TRANSPORT did. For example, if that TRANSPORT had to be set up more than 8" from all enemy units and not within your opponent’s deployment zone, the same applies to the disembarking unit.
EMERGENCY DISEMBARK MOVE · Movement Ability · Ability "Move"
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is embarked within a TRANSPORT model that was just destroyed.
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Make a hazard roll for each model in your unit (06.03).
WHILE MOVING: Set up each model in your unit: (1) Wholly within the set-up distance of that TRANSPORT, and as close as possible to that TRANSPORT. OR: (2) If the above is not possible while remaining unengaged, set up that model wholly within the set-up distance of that TRANSPORT, as close as possible to that TRANSPORT, and engaged. Each model that still cannot be set up is destroyed.
AFTER MOVING: Your unit is battle-shocked and, until the end of the turn, it is not eligible to declare a charge.
FALL-BACK MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select fall-back mode:
• Ordered Retreat: If your unit is not battle-shocked, you can select this mode.
• Desperate Escape: Otherwise, you must select this mode. Make a hazard roll for each model in your unit (06.03).
WHILE MOVING:
• Desperate Escape: Each model that is moved can be moved through enemy models.
AFTER MOVING:
• Your unit must be unengaged.
• Until the end of the turn, unless otherwise stated, your unit is not eligible to shoot, declare a charge or start an action.
• Desperate Escape: If your unit is not battle-shocked, you must make a battle-shock roll for your unit (01.07).
INGRESS MOVE · Movement Ability · Ability "Move"
SET-UP DISTANCE: 6"
ELIGIBLE IF: Your unit is in strategic reserves (excluding units that are embarked within TRANSPORTS that are themselves in strategic reserves).
EFFECT: Your unit is set up as described in Set Up (03.02).
BEFORE MOVING: Your unit is set up as described in Set Up (03.02).
WHILE MOVING: Set up your unit wholly within the set-up distance of one or more battlefield edges and more than 8" horizontally from all enemy units.
• Before the Third Battle Round: While doing so, no models can be set up within your opponent’s deployment zone.
AFTER MOVING: Unless otherwise stated, until the start of the next Charge phase, your unit is not eligible to make any other type of move.
NORMAL MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: Your unit’s M characteristic.
ELIGIBLE IF: Your unit is on the battlefield and unengaged.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be unengaged.
PILE-IN MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: 3".
ELIGIBLE IF: It is the Fight phase and one or more of the following apply to your unit:
• It is engaged.
• It made a charge move this turn.
• It was selected to make an overrun fight this phase (12.06).
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select pile-in targets:
• If your unit is engaged, select every enemy unit it is engaged with.
• Otherwise, select one or more enemy units within 5" of your unit.
WHILE MOVING:
• Models in base-contact with one or more enemy models cannot be moved.
• Each model that is moved must end its move closer to the closest pile-in target, and engaged with it if possible.
AFTER MOVING:
• Your unit must be engaged.
• Each model that started this move engaged with an enemy unit must still be engaged with that enemy unit.
PULSE JET MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: Pulse roll + 18"
ELIGIBLE IF: As stated in the rule allowing this move type.
EFFECT: Your unit moves as described in Moving (Core Rules, 03).
BEFORE MOVING:
• Make a pulse roll by rolling one D6.
WHILE MOVING:
• Ignore all vertical distance for the purposes of how far your unit has moved.
• Your unit can move through all types of model.
• Your unit can move horizontally and vertically through all categories of terrain feature.
AFTER MOVING:
• Your unit must be unengaged.
• Until the end of the turn, your unit is not eligible to declare a charge or start an action.
• Until the start of your next turn, attacks that target your unit have -1 to hit rolls.
REMAIN STATIONARY · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: ‘–’
ELIGIBLE IF: Any unit.
EFFECT: No models are moved (either in straight lines or rotated). Units that remain stationary do not trigger any rules that are triggered when a unit starts or ends a move.
SCOUT MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: The X" in Scouts X".
ELIGIBLE IF: It is the Resolve Pre-battle Abilities step, and your unit is wholly within your deployment zone.
EFFECT: Your unit moves as described in Moving (03).
AFTER MOVING: Your unit must be more than 8" horizontally from all enemy units.
SHOCK DISEMBARK MOVE · Movement Ability · Ability "Move"
SET-UP DISTANCE: 3"
ELIGIBLE IF:
• Embarked within a TRANSPORT on the battlefield
• Did not embark within that TRANSPORT this phase
EFFECT: Set up as described in Set Up (03.02).
WHILE MOVING: Set up each model wholly within the set-up distance of that TRANSPORT.
AFTER MOVING: Your unit is not eligible to declare a charge until the end of the turn.
SURGE MOVE · Movement Ability · Ability "Move"
MAXIMUM DISTANCE: As stated in the rule allowing this move type.
ELIGIBLE IF: All of the following apply:
• The rule allowing this move type has been triggered.
• Your unit is not battle-shocked.
• Your unit is unengaged.
• Your unit has not moved this phase.
EFFECT: Your unit moves as described in Moving (03).
BEFORE MOVING: Select the closest enemy unit to be the surge target.
WHILE MOVING:
• Each model must end its move engaged with the surge target if possible.
• Each model that cannot end its move engaged with the surge target must end its move as close as possible to the surge target.
AFTER MOVING:
• Your unit cannot be engaged with one or more enemy units that were not the surge target.
• Your unit cannot move again this phase.
Общие стратагемы
ALL IN · 0 CP · Challenger – Strategic Ploy Stratagem · Your turn · Fight phase
WHEN: Your Fight phase.
TARGET: One unit from your army that has not been selected to fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes a Pile-in or Consolidation move, it can move up to 6" instead of up to 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends it as close as possible to the closest enemy unit.
BURST OF SPEED · 0 CP · Challenger – Strategic Ploy Stratagem · Your turn · Shooting phase
WHEN: End of your Shooting phase.
TARGET: One unit from your army (excluding units that made a move this phase).
EFFECT: Your unit can make a Normal move of up to D6", and then cannot move again this phase.
COMMAND RE-ROLL · 1 CP · Core Stratagem · Either player’s turn · Any phase
WHEN: Any phase, just after you make one of the following rolls for a friendly unit or model:
• Advance roll
• Charge roll
• Damage roll
• Hazard roll
• Hit roll
• Save roll
• Wound roll
• A roll to determine the number of attacks generated with a weapon.
TARGET: That unit or model.
EFFECT: You re-roll that roll. If you are rolling more than one dice together, select one of those dice to re-roll (excluding charge rolls, which you must re-roll in full).
COMMAND RE-ROLL · 1 CP · Core – Battle Tactic Stratagem · Either player’s turn · Any phase
WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once.
TARGET: That unit or model from your army.
EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll.
COUNTER-OFFENSIVE · 2 CP · Core – Strategic Ploy Stratagem · Either player’s turn · Fight phase
WHEN: Fight phase, just after an enemy unit has fought.
TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase.
EFFECT: Your unit fights next.
COUNTEROFFENSIVE · 2 CP · Core Stratagem · Opponent’s turn · Fight phase
WHEN: Fight step of your opponent’s Fight phase, just after an enemy unit has resolved its attacks.
TARGET: One friendly unit that is eligible to fight.
EFFECT: Until the end of the phase, your unit has the Fights First ability and it must be the next unit you select to fight (12.04).
CRUSHING IMPACT · 1 CP · Core Stratagem · Your turn · Charge phase
WHEN: Your Charge phase, just after a friendly MONSTER/VEHICLE unit ends a charge move.
TARGET: That MONSTER/VEHICLE unit.
EFFECT: Resolve the following sequence:
• Select one enemy unit engaged with your unit.
• Select one model in your unit engaged with that enemy unit.
• Roll a number of D6 equal to the T characteristic of that model: for each 1, your unit suffers 1 mortal wound; for each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds per unit).
EPIC CHALLENGE · 1 CP · Core Stratagem · Either player’s turn · Fight phase
WHEN: Fight phase, just after a friendly CHARACTER unit is selected to fight.
TARGET: That CHARACTER unit.
EFFECT: Select one CHARACTER model in your unit. Until the end of the phase, that model’s melee weapons have the [PRECISION] ability.
EPIC CHALLENGE · 1 CP · Core – Epic Deed Stratagem · Either player’s turn · Fight phase
WHEN: Fight phase, when a CHARACTER unit from your army that is within Engagement Range of one or more Attached units is selected to fight.
TARGET: One CHARACTER model in your unit.
EFFECT: Until the end of the phase, all melee attacks made by that model have the [PRECISION] ability.
EXPLOSIVES · 1 CP · Core Stratagem · Your turn · Shooting phase
WHEN: Your Shooting phase.
TARGET: One friendly unengaged EXPLOSIVES/GRENADES unit that is eligible to shoot and did not make an advance move this turn.
EFFECT: Resolve the following sequence:
• Select one EXPLOSIVES/GRENADES model in your unit.
• Select one unengaged enemy unit within 8" of and visible to that model.
• Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound (06.02).
FIRE OVERWATCH · 1 CP · Core Stratagem · Opponent’s turn · Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One friendly unengaged unit (excluding TITANIC units).
EFFECT: Your unit shoots using snap shooting.
FIRE OVERWATCH · 1 CP · Core – Strategic Ploy Stratagem · Opponent’s turn · Movement or Charge phase
WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge.
TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase.
EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase.
RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn.
FORCE A BREACH · 0 CP · Challenger – Strategic Ploy Stratagem · Your turn · Movement phase
WHEN: Your Movement phase.
TARGET: One unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, each time your unit makes a Normal or Advance move, it can move horizontally through models and terrain features.
GO TO GROUND · 1 CP · Core – Battle Tactic Stratagem · Opponent’s turn · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One INFANTRY unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have a 6+ invulnerable save and have the Benefit of Cover.
GREAT HASTE · 0 CP · Challenger – Strategic Ploy Stratagem · Your turn · Movement phase
WHEN: Your Movement phase.
TARGET: One unit from your army that has not been selected to move this phase.
EFFECT: Until the end of the phase, add D6" to the Move characteristic of models in your unit.
GRENADE · 1 CP · Core – Wargear Stratagem · Your turn · Shooting phase
WHEN: Your Shooting phase.
TARGET: One GRENADES unit from your army (excluding units that Advanced, Fell Back or have shot this turn) that is not within Engagement Range of one or more enemy units.
EFFECT: Select one GRENADES model in your unit and one enemy unit that is not within Engagement Range of any units from your army and is within 8" of and visible to your GRENADES model. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
HARBOURED POWER · 0 CP · Challenger – Wargear Stratagem · Your turn · Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase.
TARGET: One unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, weapons equipped by models in your unit have the [HAZARDOUS] ability and your choice of the [LETHAL HITS] or [SUSTAINED HITS 1] ability.
HEROIC INTERVENTION · 1 CP · Core Stratagem · Opponent’s turn · Charge phase
WHEN: End of your opponent’s Charge phase.
TARGET: One friendly unengaged unit within 12" of one or more enemy units. You can only select a VEHICLE unit if it is a CHARACTER/WALKER unit.
EFFECT: Resolve a charge with your unit (11.02). While doing so, before making the charge roll, you must select one of the following modes:
• Leap to Defend: When selecting charge targets, you can only select enemy units that made a charge move this phase and are within the maximum distance.
+1CP
• Into the Fray:
• When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
• When selecting charge targets, you can select any enemy units that are within 6" of your unit and within the maximum distance.
HEROIC INTERVENTION · 1 CP · Core – Strategic Ploy Stratagem · Opponent’s turn · Charge phase
WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move.
TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase.
EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase.
RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn.
INSANE BRAVERY · 1 CP · Core Stratagem · Your turn · Command phase
WHEN: Battle-shock step of your Command phase, just before you make a battle-shock roll for a friendly unit.
TARGET: That unit.
EFFECT: That battle-shock roll is automatically successful.
RESTRICTIONS: You cannot use this stratagem more than once per battle.
INSANE BRAVERY · 1 CP · Core – Epic Deed Stratagem · Your turn · Command phase
WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army.
TARGET: That unit from your army.
EFFECT: Your unit automatically passes that Battle-shock test.
RESTRICTIONS: You cannot use this Stratagem more than once per battle.
NEW ORDERS · 1 CP · Core Stratagem – Strategic Ploy Stratagem · Your turn · Command phase
WHEN: End of your Command phase.
TARGET: One of your active Secondary Mission cards.
EFFECT: Discard it and draw one new Secondary Mission card.
RESTRICTIONS: You can only use this Stratagem once per battle.
OPPORTUNISTIC STRIKE · 0 CP · Challenger – Strategic Ploy Stratagem · Your turn · Shooting phase
WHEN: Your Shooting phase.
TARGET: One unit from your army that is not within Engagement Range of one or more enemy units.
EFFECT: Select one enemy unit that is not within Engagement Range of one or more units from your army and is within 6" of and visible to your unit. Roll six D6: for each 4+, that enemy unit suffers 1 mortal wound.
PIVOTAL MOMENT · 0 CP · Challenger – Strategic Ploy Stratagem · Your turn · Movement phase
WHEN: Your Movement phase.
TARGET: One unit from your army.
EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
RAPID INGRESS · 1 CP · Core Stratagem · Opponent’s turn · Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One friendly unit that is in strategic reserves (excluding AIRCRAFT).
EFFECT: Your unit makes an ingress move (20.04).
RESTRICTIONS: You cannot use this stratagem during the first battle round.
RAPID INGRESS · 1 CP · Core – Strategic Ploy Stratagem · Opponent’s turn · Movement phase
WHEN: End of your opponent’s Movement phase.
TARGET: One unit from your army that is in Reserves.
EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase).
RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in.
RENEWED FOCUS · 0 CP · Challenger – Battle Tactic Stratagem · Your turn · Shooting or Fight phase
WHEN: Your Shooting phase or your Fight phase.
TARGET: One unit from your army that has not been selected to shoot or fight this phase.
EFFECT: Until the end of the phase, each time a model in your unit makes an attack, re-roll a Hit roll of 1 and re-roll a Wound roll of 1.
SMOKESCREEN · 1 CP · Core Stratagem · Opponent’s turn · Shooting phase
WHEN: Start of your opponent’s Shooting phase.
TARGET: One friendly SMOKE unit.
EFFECT: Until the end of the phase, each time an attack targets either your SMOKE unit, or a unit that is not fully visible to the attacking model because of one or more models in your SMOKE unit, the target has the benefit of cover against that attack (13.08).
SMOKESCREEN · 1 CP · Core – Wargear Stratagem · Opponent’s turn · Shooting phase
WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets.
TARGET: One SMOKE unit from your army that was selected as the target of one or more of the attacking unit’s attacks.
EFFECT: Until the end of the phase, all models in your unit have the Benefit of Cover and the Stealth ability.
STRATEGIC RETREAT · 0 CP · Challenger – Strategic Ploy Stratagem · Your turn · Shooting phase
WHEN: Start of your Shooting phase.
TARGET: One unit from your army (excluding MONSTERS and VEHICLES) that is not within Engagement Range of one or more enemy units.
EFFECT: Remove your unit from the battlefield and place it into Strategic Reserves.
TANK SHOCK · 1 CP · Core – Strategic Ploy Stratagem · Your turn · Charge phase
WHEN: Your Charge phase, just after a VEHICLE unit from your army ends a Charge move.
TARGET: That VEHICLE unit.
EFFECT: Select one enemy unit within Engagement Range of your unit, and select one VEHICLE model in your unit that is within Engagement Range of that enemy unit. Roll a number of D6 equal to the Toughness characteristic of the selected VEHICLE model. For each 5+, that enemy unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).
Стрельба и бой
ASSAULT SHOOTING · Shooting Ability · Ability "Shoot"
ELIGIBLE IF: All of the following apply to your unit:
• Unengaged and made an advance move this turn.
• Has one or more [ASSAULT] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: You can only select [ASSAULT] weapons to make attacks with.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
CLOSE-QUARTERS SHOOTING · Shooting Ability · Ability "Shoot"
ELIGIBLE IF: All of the following apply to your unit:
• Engaged and did not make an advance move this turn.
• Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
• MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
• Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
• If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
• Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
CLOSE‑QUARTERS SHOOTING · Shooting Ability · Ability "Shoot"
ELIGIBLE IF: All of the following apply to your unit:
• Engaged and did not make an advance move this turn.
• Has one or more [CLOSE-QUARTERS] weapons or is a MONSTER/VEHICLE unit.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING: Models in your unit can target enemy units your unit is engaged with.
• MONSTER/VEHICLE Models: Each time a MONSTER/VEHICLE model in your unit makes an attack:
• Unless that attack is made with a [CLOSE-QUARTERS] weapon and targets a unit your unit is engaged with, subtract 1 from the hit roll.
• If that attack is made with a [BLAST] weapon, it still cannot target a unit your unit is engaged with.
• Non-MONSTER/Non-VEHICLE Models: You can only select [CLOSE-QUARTERS] weapons to make attacks with and you can only select enemy units that are engaged with your unit as targets.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT SHOOTING · Shooting Ability · Ability "Shoot"
ELIGIBLE IF: All of the following apply to your unit:
• Unengaged and did not make an advance move this turn.
• Has one or more [INDIRECT FIRE] weapons.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
• [INDIRECT FIRE] weapons in your unit can target units that are not visible to the attacking model.
• Each time an [INDIRECT FIRE] weapon makes an attack:
• The target has the benefit of cover against that attack (13.08).
• You cannot re-roll hit rolls.
• An unmodified hit roll of 1-5 fails, unless your unit remained stationary this turn and the target is visible to one or more friendly units, in which case an unmodified hit roll of 1-3 fails instead.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
INDIRECT FIRE
When you select indirect shooting for a unit, its [INDIRECT FIRE] weapons can launch punishing barrages on targets that are not visible, but don’t forget that its other weapons can still target other visible targets.
NORMAL FIGHT · Shooting Ability · Ability "Fight"
ELIGIBLE IF: Your unit is engaged.
EFFECT: Your unit fights as described in Making Attacks (04).
NORMAL SHOOTING · Shooting Ability · Ability "Shoot"
ELIGIBLE IF: Your unit is unengaged and did not make an advance move this turn.
EFFECT: Your unit shoots as described in Making Attacks (04).
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.
OVERRUN FIGHT · Shooting Ability · Ability "Fight"
ELIGIBLE IF: Your unit is unengaged, or was unengaged at the start of the Fight step but became engaged during the Fight phase.
EFFECT: Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).
OVERRUN FIGHTS
When a unit makes an overrun fight, its models can be moved such that enemy units that were unengaged become engaged. Such enemy units become eligible to fight this phase (and may even be able to fight next if they are Fights First units).
SNAP SHOOTING · Shooting Ability · Ability "Shoot"
ELIGIBLE IF: As stated in the rule allowing this shooting type.
EFFECT: Your unit shoots as described in Making Attacks (04).
WHILE SHOOTING:
• You can only target one visible enemy unit within 24" of your unit (and only if it is an eligible target).
• Each attack only hits on an unmodified hit roll of 6 (irrespective of the attacking weapon’s BS characteristic or any modifiers). Those hits are not critical hits.
• You cannot re-roll hit rolls.
AFTER SHOOTING: Until the end of the phase, your unit is not eligible to start an action.