Universal Comparison Chart
..........1.....2.....3.....4.....5.....6.....7.....8.....9....10...11...12
.....1|4+...5+...5+...6+...6+...---...---....---...---....---...---....---
.....2|3+...4+...5+...5+...6+...6+...---....---...---....---...---....---
.....3|3+...3+...4+...5+...5+...6+...6+...---...---....---...---....---
.....4|2+...3+...3+...4+...5+...5+...6+...6+...---....---...---....---
.....5|2+...2+...3+...3+...4+...5+...5+...6+...6+...---...---....---
.....6|---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---...---
.....7|---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+...---
.....8|---....---....---....2+...2+...3+...3+...4+...5+...5+...6+...6+
.....9|---....---....---....---....2+...2+...3+...3+...4+...5+...5+...6+
...10|---....---....---....---....---....2+...2+...3+...3+...4+...5+...5+
...11|---....---....---....---....---....---....2+...2+...3+...3+...4+...5+
...12|---....---....---....---....---....---....---....2+...2+...3+...3+...4+
Down: Roller's Value
Across: Non-Roller's Value
This comparison chart allows for a wider range of all types of statistics while still somewhat maintaining healthy margins e.g. Eldar can be Resilience 3 but Power 5 weapons still wound on a 3+.
To Hit (Shooting): Compare roller's Marksmanship to target's Stealth
To Hit (Assault): Compare roller's Dexterity to target's Dexterity
To Damage: Compare roller's Power to target's Resilience
Take a Statistic test: Compare statistic to a value of 4
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Model Statistics
Mobility (M) This characteristic defines the warrior's agility across the battlefield. Necron Warriors are maladroit machines, so they have a Mobility of 4, whilst Eldar Guardians flow across the battlefield gracefully and effortlessly like quicksilver; they have a Mobility of 8.
Marksmanship (Mk) Marksmanship portrays how accurate a warrior is with ranged weapons, from pistols to massive hull-mounted cannons. The higher the Marksmanship the model has, the more likely it is for its shots to find their mark. A well-trained sharpshooter such as a Vindicare Assassin has a Marksmanship of 9, unlike Ork Boys who are infamous for their incompetence at firing guns; they only have a Marksmanship of 3.
Stealth (S) This characteristic represents a warrior hidden in the shadows of cover and concealment, or perhaps a surging skimmer turbo-boosting across the battlefield. A furtive Eldar Ranger coursing through the woods is all but impossible to see with the human eye; they have a Stealth of 8. On the contrary, even an Ork can hit the massive shell of a Land Raider; it has a Stealth of 1.
Power (P) Power defines how physically mighty a warrior is, and the force at which he strikes. A feeble Guardman's blows is nothing compared to the immense strength of an Eldar Wraithknight!
Resilience (R) Resilience describes not only how tough a warrior's armour is but also how physically capable a warrior is at resisting pain and mortal wounds. A high Resilience might represent a valiant Space Marine Captain in artificer armour, or even a ravenous Tyranid Carnifex.
Dexterity (D) This characteristic conveys the skill and aptitude of a warrior in close combat. The higher the characteristic, the more adept the model is in combat. A clumsy Tau Fire Warrior has a Dexterity of 3 whereas an Avatar - an incarnation of the god of war - has a Dexterity of 12!
Attacks (A) This shows the number of strikes that a warrior can mount in a single round of close combat. Most warrior's can only make one swoop of the sword, however some legendary fighters such as Logan Grimnar can make five devastating blows in the blink of an eye.
Vitality (V) A warrior's Vitality tells us how capable he is after being wounded. Most infantry only have a Vitality of 1, nevertheless some monstrous creature can have 5 or more!
Fortitude (F) Fortitude characterises the willpower of the warrior. A warrior with a strong mind will not falter in the face of death unlike a Tyranid Hormagaunt who can sometimes suddenly decide to go back to the Hives!
Influence (I) This characteristic outlines how well the warrior interacts with his brethren, and how his presence affects his foes. Commanding characters raise the Influence of nearby warriors.
.............................................M..Mk...S..
Sk...D...P...R....A....V....F...C
Space Marine.......................5....5....4....5....4....5....5....1....2....5....4
Imperial Guardsman............5....4....4....4....4....3....3....1....2....4....4
Tau Fire Warrior..................5....4....4....3....3....3....4....1....2....3....4
Eldar Guardian....................7....5....4....4....5....3....3....1....2....4....4
Ork Boy...............................5....2....4....5....3....4....4....2....2....3....4
Hormagaunt........................6....3....4....4....5....4....3....2....2....3....4
Necron Warrior...................4....5....4....4....3....5....5....1....2....7....4
Plaguebearer of Nurgle.......3....0....4....4....3....5....5....1....2....7....4
............................................Rg...P...A...Type
Lasgun.................................24...3...1...LaserRapid Fire
Boltgun.................................24...4...1...Rapid Fire
Flamer................................Tmp..4...1...Assault
Frag missile.........................48...4...1...Heavy, Blast
Heavy Bolter........................36...5...3...Heavy
Heavy Flamer.....................Tmp..5...1...Heavy
Ranger long rifle...................36...5...1...Sniper
Death spinner......................12...5...2...Assault, Monofilament
Shuriken cannon..................24...5...3...Assault, Bladestorm
Scatter laser........................36...5...4...Heavy, Laser Lock
Autocannon..........................48...7...2...Heavy
Battle cannon.......................72...7...1...Ordnance, Large Blast
Singing spear.......................12...7...1...Assault
Krak missile.........................48...8...1...Heavy
Starcannon...........................36...8...2...Heavy
Bright lance..........................36...9...1...Heavy, Lance
Plasma gun..........................24...9...1...Rapid Fire, Gets Hot
Meltagun..............................12...9...1...Assault, Melta
Lascannon...........................48..10..1...Heavy
Wraithcannon......................12..12..1...Assault, Distort
........................................M..Mk.S...P..R...D...A...V...F..C...Type
Scout...............................7...4...5...5...4...4...1...1...4...3...
Space Marine...................6...5...4...5...5...5...1...1...5...4...
Sergeant..........................6...5...4...5...5...5...2...1...6...5...
Terminator.......................4...5...3...6...7...4...2...1...6...4
Honour Guard...................6...5...4...5...6...5...2...1...7...6...
Chapter Champion...........6...5...4...5...6...6...3...1...8...7...
Chaplain...........................6...5...4...5...5...6...3...2...8...8...
Librarian...........................6...5...4...5...5...6...3...2...8...8...
Captain............................6...6...4...6...5...7...3...3...9...9...
Chapter Master................6...6...4...6...5...7...3...3...9...9...
............................................................[Armour]
..........................................M..Mk.S...[Fr..Sd..
Rr]..
HP...Type
Dreadnought.......................5...5...3...10..10...8.....3...
Drop Pod............................0...5...1...10..10..10....4...
Land Raider.......................5...5...1....12..12..12....5...
Land Speeder...................12...5...4....8....8....8.....3...
Predator.............................6...5...2....11...9....8....4...
Rhino..................................6...5...2....9....9....8.....4...
........................................M..Mk.S...P..R...D...A...V...F..C...Type
Guardian..........................8...5...4...3...3...5...1...1...4...4...
Ranger.............................8...5...6...3...3...5...1...1...4...4...
Windrider........................16..5...6...3...3...5...1...2...4...4...
Dire Avenger....................8...5...4...3...3...5...1...1...5...5...
Exarch..............................8...6...4...3...3...6...2...1...6...6...
Warlock...........................8...5...4...3...3...5...1...1...7...5...
Farseer............................8...5...4...3...3...5...1...3...9...6...
Autarch............................8...7...4...3...4...7...3...3...9...8...
Phoenix Lord...................8...8...4...4...5...8...4...3..10..9...
Avatar.............................8..12..3...7...7..12..5...5..10..8...
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Primary Phase:
Players take it in turns to move their units. Bonuses are given for moving units minimal distances or not moving them at all.
Secondary Phase:
Players take it in turns to operate their units, either by shooting, charging (charging now allows you to shoot a little bit as well) or fleeting.
[Always round up]
[Always play
RAI]
Stealthy Relocation: In the Movement Phase, a unit may make a move at half their Mobility. A unit that does this gains +1 Stealth until the end of the opponent's next turn.
Run: In the Shooting Phase, a unit may make a move at half their Mobility. A unit that does this may not fire any of their weapons in that Shooting Phase.
Charge: In the Assault Phase, a unit may make a move directly towards a target within half their Mobility. A unit that does this gains +1 Dexterity until the end of the turn.
Snap Shot: If a model moves in the Movement Phase, it may only fire Heavy weapons at -4 Mk (down to a minimum of 1). This modifier is done after any positive modifiers.
Split Fire: If a model passes an Marksmanship test, it may fire at a target up to 12" away from the unit's original target. Up to than a third of a unit has the chance to Split Fire.
Amphibious: A model with this special rule counts water terrain as open terrain.
Fleet: A model with this special rule adds 1" to its Run and Charge distances.
Sharpshooter - A model with this special rule may reroll failed To Hit rolls in ranged combat.
Seasoned Marksman - A model with this special rule may allocate any wounds it causes in ranged combat however it wishes.
Nimble Fighter - A model with this special rule gains +1 Dexterity when being attacked in close combat.
And They Shall Know No Fear - A model with this special rule gains +1 Fortitude when rolling for morale checks.
Furious Charge - A model with this special rule gains +1 Power when it Charges into close combat.
Safeguard (X+): A model with this special rule may roll a
D6 for every wound it suffers. On a (X+), the wound is ignored.
Tread Roam Walk Forest
Rapid Fire: If a model has a weapon with this special rule, it may fire another shot as long as the model didn't move in the preceding Movement Phase.
Pistol: If a model has a weapon with this special rule, it gains +1 Mobility. In close combat, the model may fire another shot at the its Dexterity.
Heavy: If a model has a weapon with this special rule, it suffers -1 Mobility and -1 Dexterity. Also, if the model moves in the Movement phase, it may only fire Snap Shots in the subsequent Shooting Phase.
Rending: If a model has a weapon with this special rule, any rolls To Hit that would still succeed if it had suffered -3 Marksmanship, the hit is resolved at +3 Power.
Sniper: If a model has a weapon with this special rule, any wounds it causes are doubled. Also, all Sniper weapons have the Heavy, Rending and Suppressing special rules.
Ordnance: If a model has a weapon with this special rule, Also, all Ordnance weapons have the Heavy special rule.
Blast: If a model has a weapon with this special rule, it does not roll To Hit. Instead, place a Blast template with the centre within the weapon's Range and over a model in the target unit. Then, roll a scatter die. If it shows a reticle, the Blast template does not move; it automatically hits all models with their bases fully or partially in the template's area. If it shows an arrow, the Blast template moves
2D6 minus the user's Marksmanship in the same direction as the arrow.
Template: If a model has a weapon with this special rule, it does not roll To Hit. Instead, place a teardrop template anywhere as long as the small end of the template is touching the muzzle of the weapon and no friendly models are caught under the template's area. It automatically hits all models with their bases fully or partially in the template's area.
Overheats: If a model fires a weapon with this special rule, roll a
D6 before rolling To Hit. On a 1, the weapon has overheated - as well as firing, it also automatically inflicts a single hit on the user at the weapon's Power. If it has the Blast special rule too, place the marker over the user instead and resolve the shot like a normal Blast weapon (no scatter). If it is used two turns in a row it overheats on a 1, 2 or 3. If it is used three or more turns in a row it overheats on anything but a 6.
Barrage: If a model has a weapon with this special rule, it does not need a line of sight of the target to be able to shoot, but the model has to be within 4 x User's Influence of a model that has a line of sight of the target.
Poisoned (X): If a weapon has this special rule, it can reroll failed To Wound rolls of (X) or less.
Blind: If a weapon has this special rule, any hits it causes reduce the target's Marksmanship and Dexterity by 1 until the end of their next turn.
Concussive: If a model has a weapon with this special rule, any hits it causes in close combat reduces the target's Dexterity by 3.
Reveal (X): If a model has a weapon with this special rule, anything it chooses to shoot at suffers -(X) Stealth for that instance.
Psychic
Divination
Biomancy
Pyromancy
Necromancy
Geomancy
Aeromancy
Hydromancy
Psionics
Telepathy
Telekinesis
Clairvoyance - precognition prescience foresight
idk
Psychic test: If a psyker wants to manifest a psychic power, it must first take a psychic test. This is a Fortitude test. For this test, the psyker suffers -1 Fortitude for every enemy psyker on the board. If the test is passed, the psychic power is resolved. If failed, the psyker takes D3 S4 hits.
If passed, and the psychic power was directed at an enemy unit, the unit may roll To Negate the psychic power. The target's controlling player compares its Fortitude with the attacking psyker's Fortitude. The target unit gains +1 Fortitude for every friendly psyker within 6".
When trying to hit with friendly models in the way = 4+ extra roll
Within half range = -1 target's Stealth.
If a model is within 6" of a Character, it gains +1 Influence and +1 Fortitude
It a model is within 12" of an Independent Character, it gains +1 Influence and +1 Fortitude.
If a model is within 6" of an Independent Character, it gains +2 Influence and +2 Fortitude instead.
Area terrain and smoke: +1 Stealth
Ruins or Barricades: +1 Stealth +1 Resilience
Fortification: +2 Stealth +2 Resilience
Against infantry:
Forest, ruins or hills: 2/3 Mobility
River or marshland: 1/3 Mobility
Over low walls, hedges or fences: -1 Mobility
Through razor wire, or over a barricade or trench: -2 Mobility
Wire cutters (1pt/model): A model with this piece of wargear ignores razor wire.
Razor wire: A model that goes through razor wire takes one Power 2 hit.
Poisoned wire: A model that goes through poison wire takes one Power 2 hit.
Move through cover - halve negative terrain modifiers.
Climbing gear - no negative vertical modifiers.
Urban vehicle - ignore rubble modifiers.
Dozer blade - ignore wooded modifiers.
Amphibious - ignore water modifiers.
Ignore terrain - ignore all terrain modifiers.
-Bold: Every counter revealed to the opponent allows a single reroll that turn.
-Inspiring: Units within 6” may use the commander’s leadership.
-Stalwart: Models within 6” of an objective may reroll all 1’s for armor saves.
-Ravenous: The commander and their unit may add 1” to their charge distance.
-Cunning: The commander may redeploy either 3 friendly units 6” or 1 friendly unit 18”; remaining in their deployment zone.
-Clairvoyant: May look at a single enemy counter at the end of the command phase.
-Judicious: Units within 3” of an objective may reroll all 1’s to hit.
-Tenacious: The commander may redeploy either 3 enemy units 4” or 1 enemy unit 12”; remaining in their deployment zone.
-Unyielding: The warlord is scoring.
-Relentless: The warlord gains +1 Initiative when in the enemy’s deployment zone.
-Bloodthirsty: The warlord earns 1 victory point for every enemy character slain in a challenge.
-Sly: The warlord and their unit gain +1 stealth.
Dispatch The Traitor
Red-Handed
One With The Wild
Biological Brotherhood
Level 1: Split Fire!: The unit receives -1 Ballistic Skill. Up to half the squad may shoot at a different target.
Level 1: Let's Roll!: The unit receives +1 Fortitude and +2 Mobility. It may not shoot.
Level 1: Take Cover!: The unit receives +2 Stealth, -1 Dexterity and -2 Ballistic Skill. It may not move.
Level 1: Stay Put!: The unit receives +1 Weapon Skill, +1 Dexterity and -2 Ballistic Skill. It may not move.
Level 1: Overwatch!: The unit receives -2 Ballistic skill. All shots fired gain the Suppressing special rule. It may not move.
Level 1: Empty The Mag!: The unit receives -1 Dexterity. It may fire double the amount of shots, but may not shoot next turn. It must re-roll all successful hits (including close combat).
Level 2: Target Acquired!: The unit receives +2 Ballistic Skill. It may not move.
Level 2: Infiltrate!: The unit receives +3 Mobility and +1 Stealth. It may not shoot.
Level 2: Raid!: The unit receives +1 Mobility, +1 Weapon Skill and +1 Dexterity. It may not shoot.
Level 2:
Level 2: Sit Tight!: The unit receives +3 Stealth and +1 Dexterity. It may not move or shoot.
Level 2:
Level 3: Focus!: The unit receives +1 Ballistic Skill and +1 Weapon Skill. It may re-roll failed To Hit rolls (including close combat).
Level 3: Into The Fray!: The unit receives +3 Mobility, +1 Dexterity and +2 Fortitude.
Level 3: Arise!: The unit receives +1 Strength and +1 Defense. It removes all morale status effects and gains the Feel No Pain special rule.
Level 3: For The Fallen!: This command may only be issued when over half the unit has been killed. It receives +2 Attacks and gains the Fearless special rule.
Level 3:
Level 3:
Level 3: Stand Your Ground!: