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THE GenaE Surr,tMARY,et*-..-* -"1
PnEpenrNG FoR BerrrnBefore you can play a game, you will need to prepare a few thlngs:
. First, you need to choose your army. To do so, you need
to decide what you want to include:
- You must have a Primary Detachment (see page 109).
- You may be able to include allies (see page I l2).
- You may include a Fortification (see page 109)
Fina11y, you must choose one of your HQcholces to be the
Warlord leading your force (see page I I I ).
j)
Next, you need to see what EternalVat rnission you
will be playing and set up the battlefield.
- To determine which Eternai $?ar mission you will be playing, you
can either pick one with your opponent or roll a D6 to randomly
choose one, referring to the following table (see page ll8)'
EternalwarMissiorr Page
Crusadc 126
Purge the Alien 127
Big Guns Never Tire 128
The Scouring 129
The Empetor's Will 130
The Relic l3l
* To determine which deployment map to use, you can either pick
one with your opponent or ro11 a D3 to randomly choose one'
referring to the following table (see page I 18).
Next, tertain should be placed on the battlefield. fhiscan be done rrsin$ the Narrative or Alternatin$ methods
- Narrative Terrain (see page 120); set up the terrain to creale lfantastic looking battlefi eld.
- Alternating Terrain (see page 120)
. Pool all the your terrain to the side ofthe battlefield.
. Determine the terrain density by rolling a D3 for each 2' bv 2'
section ofthe battlefield and noting it down.
Starting with the player who won the roll-offfor table hah es.
alternate deploying a terrain'piece' anyrvhere on the board. E::
terraln'piece' is either one substantial piece (such as a buildl:-:
ruln or forest) or up to 3 sma11 pieces (such as battlefield deb:.:
?layers continue to alternate until they choose to stop or until
they reach the maximum terrain density for each board sectrc:
After both players have finished, and as long as both players
agree, you rnay shuffle the terrain around to create the best
looking battlefi eld possible.
Now, place any objective rnatkets the rnission you are
playing requires.
- Staning with the player who won the ro11-off for table halves.
alternate placing the objective markers untl1 they have all bee:-
placed following the restrictions on page l2l.
Players rnust now deterrnine their W'arlotd Ttaits.Rollon one of the tables available to yourVarlord(either ftom page lll or one frorn theit codex, if ithas one).
If either player has Psykers that generate randornpsychic powers, theygenerate thern now.
It is tirne to deployyour forces onto the battlefield.Roll-off; the winner chooses to deployfirst or second-
- The player deploying first then deploys their entire force rvirhr:
their deployment zone, excluding units uslng their Infiltrare
special rule and any units being kept as Reserves.
- The player deploying second then does the same.
- Units using the Infiltrate special rule are deployed next. Ifborh
players have such unlts, ro11-off; the winner chooses who goes
first. Alternate placing units until all eligible units are deplovej
- Any units with the Scouts special rule may now redeploy
Ifboth players have such units, ro11-off; the winner chooses
who goes first. Alternate redeploying units until a1l eligible
units are te-deployed.
The player who deployed second rnay now attempt toSeize the Initiative (see page 122). rfhe succeeds, he has
the first turn. If he fails, he goes second.
tIrrL
D6
I2
3
4
5
6
I
D3
I2
3
Deployrnent MapDawn of War
Hammer and Anvil
Vanguard Strike
Pag:ll9ll9ll9
- Fina11y, the players ro11-off, and the wlnner selects one ofthe table
halves to be his, with th9 other halfgoing to his opponent,/
If either fotce contains any fotifications, they
need to be placed at this point. If both fotces have
fottifications, the playerwho won the toll-offto choose
table halves places theirs first (see page 120).
- Iortlfications must be placed who11y within your own table half
and cannot be placed within 3" ofanother fortification. Dr*
MovrlmNr PuessSelect a unit and follow the steps below. Repeat the stepsfor each unit in yout force that you wish to lnove.
If the unit is falling back, it first atternpts to Regpoup(see page 3l).
If it successfully Regroups, it may move up to 3".
Ifit fails to Regroup, it must lall Back (see page 30) rowards its
own table edge.
State which rnodels (if any) in the unit are rrot rnoving.
Deterrnine if the unit will be moving through difficultterrain and (if appropriate) roll for rnaxitnurn rnovedistance (see page 90).
Move the unit utrr to its rnaxirnum move distance. If ithas gone to gpound, the unit cannot rnove (see page l8).
The chart below lists all the unit q,pes and shows their standard move
distance alongside the effect difficult tenain has on their movement(ifany), as well as other reference information.
UnitType
Inlantry
Jump units (using theirjump pack)
Jump units (not using theirjump pack)
Beasts
Cavalry
Bikes
Jetbikes
Monstrous Cteature
Artillery
Jet Pack units(using theirjet pack)
Jet Pack units(not using theirjet pack)
Skimmer
walker
Flyer (Zoom mode)
Ilying Monstrous Creature(Swooping)
A11 other Vehicles
Move I)istance
0'- 6'
0.- 12"
As per their standardunia t)?e
0" - t2'
0' - 12"
0' - 12"
0' - t2"
0'-6"
0'- 6'
0'-6'
As per their standardunit type
0' - t2'
0"-6"
18" - 36" (limited to a single 90'pivot at the start ofits move)
12" - 24" (limited to a single 90"pivot at the staft ofits move)
Diffi cult Terrain Effect
Roll 2D6 and picL the highesr.
Starting or ending in dilficult terrain requires a
Dangerous Terrain test.
As per their standard unir rype
No effect
Counts as dangerous terrain.
Counts as dangerous terrain.
Starting or ending in difficult tenain requires a
Dangerous Terrain test.
Roll 3D6 and pick the highest.
Roll 2D6 and pick the highest.
Starting or ending in djfficult rerrain requires a
Dangerous Terrain test.
As per their standard unir Type.
Srarting or ending in difficuh rerrain requires a
Dangerous Terrain test.
Roll 2D6 and pick the highest.
No effect
No effect
Dangerous Terrain test.
Fall BackDisfance Page
2D6' 44
3D6', 47
3D5"
3D6"
3D6"
3D6'
3D6',
2D6',
2D6"
2D6',
var
48
48
45
45
48
46
47
2D6" var
n/a
n/a
n/a
83
84
80
n/a
n/a
49
7t0' - 12"
Snoorruc PnesEChoose one ofyour units that has not yet acted in this Shooting phase
and decide if you wish to shoot with it or move it. If you wish to shoot,
then fol1ow the process below; if you wish to move, see Moving in the
Shooting phase.
. First, choose a target - for an enemy unit to be a viable target,
one or more model. in the enemy unir must:
Be in range ofat least one weapon in the firing unit.
Be h line ofsight for at least one model in the firing unit
If models in the target unit are in varying levels ofcover, then you maywish to Focus Fire (see page l8).
Next, roll To Hit - whether or not the models in the firing unit
moved in the preceding Movement phase can affect how many shots
a weapon can fire and the accuracy ofthose shots (see chart below).
Vehicles have a different chart, as it is usually how {ara vehicle has rnoved, rather than what type of weapon itis fitin$, that determines how e{fective its firepower is.
- The notable exception to this is Ordnance weapons. Iiring an
Ordnance weapon means that a vehicle can only make Snap Shots
with its other weapons that turn (see page 7l).
HowManyweaponscanavehicle l
fireatfullBallisticSkill l
Vehicle CornbatT:rpe stationary speed
Wrlk". AII All
Fast AllAll
l:"y ... 1...--. Al, .Ilyers (Zoom ,
Y,"9:) l
All other l
vehicles I
All
All
4
AllEffect of Moving I Ass".rlr
\Veaoon-t#" Nurnber of snap shots -?-tf:Page
Shots I orrtvf I Firing? l
: |'--'--.-----''--: *'.'"-:Assault I rull i No I Yes l 5l
'.4&'^.El o
\
Once you have worked out how many shots the unit can fire, divide
these into groups or use different dice so that you can keep track ofany
weapons with different Strengths, AP values or special rules, or any
shots fired at different Ballistic Skills. Then, follow the process below
with each group to work out whether or not you hit and cause damage.
. Roll To Hit - rirst, roll a number of dice equal to the number
ofshots in the group you are tesolving. To see how many hits are
scored, compare the ro11s to the Ballistic Skills ofthe models firing
them, on the chart below (see page l3).
- Against vehicle rrnits: instead of using the chart, add the
number rolled on the dice to the weapon's Strength.
. If the total equals the Armour Value of the appropriate facing
(see page 73), a gflancing hit has been scored.
. If the total beats the Armour Value of the appropriate facing,
a penetrating hit has been scored.
- Ifthe vehicle is obscured (see page 75) or is granted a saving throw
from another source, it can attempt a saving throw against each
glanclng and penetrating hit.
- Reduce the vehicles remaining Hull Points by I for each unsaved
glancing or penetrating hit.
- Finally, roll on the table below for each unsaved penetrating hit. Add I to each ro11 caused by a weapon with an AP value of2.
. Add 2 to each ro11 caused by a weapon with an AP value of I
(see page 74).
. Add a further I to every roll ifthe target vehicle is open-topped.
Once a vehicle is reduced to 0 HulI Points it is !?recked (see page
94). the vehicle is destroyed but left on the battlefield, effectively
becoming a piece ofdi{ficu1t and dangerous terrain.
i
Firer'sBallisticsLill I 2 3 4 5
RollRequiredToHit 6'5* 4, J 2+
672+/6 2+/5+
8 9 l0
1,i4* zitti |tizr
Roll To Vound - Remove any dice that failed to hit and roll the
remainhg dice again.
- The player controlling the shooting unit can choose the order in
which different groups of Wounds are allocated (see page l5).
- Against non-vehicle rrrrits: compare the Strength ofthe
weapons being fired in that group to the majority Toughness ofthe
target unit (see above).
. If a group of Vounds all have the sarne saving thtowstaken against them , simply roll all ofthe saves at once. Allocate
each unsaved lil/ound, one at a time, to the closest model in the
target unit. Each time a model is reduced to 0 rwounds, remove
it as a casualty and allocate lTounds to the next nearest model.
. Ifa group oflfounds have di:tferent saving throws taken
against them, roll the saves individually against the closest model in
the target unit. Each trme a model is reduced to 0 -{/ounds remove itas a casualty and move on to the next nearest model. (The Fast Dice
box-out on page 16 has ways to speed up this process.)
i/
D6 Resultl-2 CrewShaken
The vehicle can only fire Snap
Shots until the end ofthe next
turn and cannot move unless it is a
Zooming llyer. In which case it can only
,,-m9v9t,8,'19...............$,9inno11911,:
Veapon Destroy"d }$ff| One of the vehicle's weapons
2HN I randomly chosen ) is destroyed.
Ifthe vehicle has no weapons left treat
this as an Immobilised result instead (see
5 Immobilised ry The vehicle cannot move for the
b3{ffi rest of the game. lr may not turn
either, but its turret can continue to
rotate to select targets. A Flyer in Zoom
Mode instead suffers locked Velocity
(see page 8l). A vehicle that is already
Immobilized or suffering from locked
Velocity instead removes an additional
Hull Point.
ffi! The vehicle can only fire Snap
ffi shnr. until the end of the next turn.
ffi :H:1:: :j;T:"J.'* ;:::TlAP - hits equal to the number of models
from their unit in range.
MOVINC IN THE SHOOTING PHASEInstead of shooting with a rnit in the Shooting phase, you can choose
to move it. Consult the chart below to see how far. Remember that units
with the Fleet special rule (see page 35) can re-roll one or more dice
when running and vehicles cannot use their smoke launchers (see page
87) on the turn they move Flat Out.
Asseurr PnesEThe Assault phase is broken down into two sub-phases: first, the Charge
sub-phase and then the Fight sub-phase. You must resolve the Charge
sub-phase lor all ofyour units that you wish to charge, before resolving
the Fight sub-phase for all ofyour units that are locked in combat.
CHARCE SUB-PHASE. Pick one of your units and declare which enerny unit it
wishes to charge.
- If there are multiple enemy units that your unit wlshes to target
with its charge, declare which enemy unit is the primary target,
then declare which are the secondary targets (see page 27).
Each enernyunit norninated as a tar$et of a charge cannow resolve its Overwatch fire (see page 2l).
Roll the charge range for the unit. See the chart below for
how many dice to ro11 and the effect charging through difficultterrain has for each unit type.
- Units with the Fleet special rule can re-roll one or more of the
dice (see page 35).
- Artillery units are unable to charge as long as they include one or
rnore guns (see page 45).
- Eldar (and Dark Eldar) Jetbikes and Jet Pack units can move up to
2D6" in the Assault phase even ifthey are not charging an enemy
unit (see page 45 & 47).
- Jump units that use thek jump packs to make a charge move gain
the Hammer of Wrath special rule until the end of that turn (see
page 37) and can re-roll their charge range ro1l.
- Note that because dangerous terrain is also treated as difficult tenain,
it also affects charging units.
UnitlVehicle Type
Infantry, Artillery, Jumpunits, Jet Pack units,
Monstrous Creatures,Beasts, Cava1ry
Run,Turbo- MaxirnurnBoostor Move Pa$eFlat Out? I)istance
Run D6" 44-48
Flying MonstrousCreature (Swooping) Run 2D6" 49
Valkers Run I O6' I 84
Bikes Turbo-boost 12' : 45
Jetbikes , Turbo-boost 'l 24' i 45
Eldar Jetbikes Turbo-boost 36"
l: "/^
83
- t/:
45
Healry
Fast
Fast Skimmer
Flyer (Zoom Mode)
"4Flat Out
Flat Out
Flat Out
l8'
LA
(minimum 12")
A11 other Vehicles !lat LrutI
tri
80
'71
(r
FIGHTSUB-PHASE. Choose a cornbat to resolve. Ifthere is more than one combat
ongoing, the player whose turn it is decides the order in which they
are resolved.
Declare a challenge if you wish (see page 64).
- If a challenge is declared and accepted, move the models in the
challenge into base contact ifpossible (see page 64).
Starting at Initiative st€p 10, count dov,'n throug[r the
steps towards I until you reach anlnitiative valrre thatorre or rnore participants not involved in a challen$ehave (see page 22).
- A11 models with this Initiative value now Pile In (see page 23).
- All engaged models (see page 23) with this Initiative now get to
make a number ofAttacks equal to their Attacks characteristic
plus any bonus Attacks they are entitled to (see page 24).
Roll To Hit - Roll one dice for each Attack being made at this
Initiative step and compare the model's \Teapon Skill to that ofthe
majority Weapon Skill of the enemy unit it is attacking to see what
ro11 is needed To Hit (see chart below).
- Remember to divide Attacks with different Strengths, AP values
or special rules into separate groups or use different coloured dice
- Non-!?aller vehicles that have moved in the previous turn have
a Weapon Skill of l. Non-Walker vehicles that didn't move in the
previous turn, or are Immobilised, have a \0eapon Ski11 of0.
. Discard each dice that rnissed the enerny and toll thosethat rernain again. This roll is used to see how many Wounds
have been caused on non-vehicle units, or how many glancing and
penetrating hits have been caused against vehicle units.
- Against non-vehicle units - compare the Strength of the
Attack agalnst the majority Toughness ofthe target unit on the To
Wound chart to see what roll is needed To \found.. If all the Wounds caused at this Initiative Step have the same
savin$ throws taken against them, ro11 all ofthe saves at once
and allocate the unsaved wounds, one at a time, to the enemy
model closest to the models that are attacking at the current
Initiative step (see page 25).
. !7hen multiple enemy models are closest, their controlling
player chooses which model is allocated the \7ound.
. If the Wounds caused have different saving throws taken
against them, allocate them to the closest model one at a time,
and roll the model's saving throw (if lt has one) before moving
on to the next Wound. Once a model has a rwound allocated to
it, you must continue to allocate rwounds to it until the \round
pool is empty or it is removed as a casualty.
- Against a vehicle - instead ofusing the To Vound chart, add
the number rolled to the Attack's Strength.
. If this equals the Armour Value of the rear facing of the vehicle
being attacked (see page 76), a pflancing hit has been scored.
. Ifthe total exceeds the Armour Value ofthe rear facing ofthe
vehicle being attacked, a penetrating hit has been scored.
- Reduce the vehicles remaining Hull Points by I for each unsaved
glancing or penetrating hit.
- Iinally, roll once on the Vehicle Damage table (see page 74) for
each penetraring hit caused.
Move on to the next Initiative step and repeat the
process above to resolveAttacks rnade at that step.
once all rnodels that are not in a challenge have foug[rt,it is tirne to resolve any challenges (see page 54).
- Ifthere are models on one side ofthe fight that cannot fight, as the
only model they are engaged with is locked irr a challenge, then they
can instead lend their Moral Suppoft to their champion (see page 65).
Finally, it is tirne to deterrnine theAssault Results (see
page 25). To do this, add up the total nurnber of unsaved
\Vounds caused by each side.
- If one side destroyed the enemy entirely, they automatically win.
- otherwise, the side that has caused the least unsaved \(ounds has
lost and must take a Morale Check (see page 29).
. lf one or more units that lost the combat pass their Morale
checks, make end ofcombat pile in moves (see page 27).
. Ifthe losing side is unable to hurt their opponents, they can
choose to automatically fail their Morale check (see page 25).
. If all the loosing units in a combat fail their Morale checks, the
victors can attempt to make a Sweeping Advance (see page 25).
- Any units that failed their Morale check and survived the
Srveeping Advance must now Fall Back (see page 30).
Ar,v sun iving, unengaged units that are not falling back, now make a
Consolidation move ofup to D6" (see page 27).
t:
ijti
\t!I
rirl
sF
otoA(lo
l,t)(,
Target's Weapon Skill
lr2r3l4 5r5 7r8 9 l0
I 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+
2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+
3 ..1+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ t. :1
4 3+ 3+ J+ 4+ 4+ 4+ 4+ 4+ 5+,5+
| 3+ 3+ 3+ 3+ 4+ 4+ .4+ 4+ .4+ 4+
5 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+
7 3+ 3+ .3+.3+ O*,0*,+ -4+
8 3+ J+ 3+ 3+ 3+13+ 3+r4+ 4+ 4+
]
{i
PsYCHIC DISCIPLINES
Although the powers of Psykers are many and varied, they usually fall
into one of several disciplines. The five most common psychic disciplines
are: Biomancy, Divination, Pyromancy, Telekinesis and Telepathy.
Iach discipline has a panicular character, which is reflected by the
powers within it. The Telepathy discipline, for example, is grounded in
mind control, and its powers act through compelling and hfluencing
the thoughts and actions ofothers. It should be noted that, rvhilst
two different Psykers may both use the same disclpline, their powers
are likely to manifest in unique, idiosyncratic ways. So for example,
an Imperial Psyker using the Pyromancy discipline may hurl blezing
bolts shaped like an avenging, two-headed eagle whilst a cormpt Chaos
worshipper might conjure multi-hued conflagrations of living Warp 6re
and an Ork Psyker could vomit cones of billowing green flames.
Many races also have access to their own, unique psychic disciplines
and powers. \7here this is the case, the relevant Warhammer 40,000
codex will contain the necessary psychic power(s).
Some Psykers specialise in one discipline, honing a few powets to
the exclusion ofall others. Others manifest a much broader range of
psychic disciplines and abilities in such cases, the Psyker will be able
to generate powers from several psychic disciplines. The relevant codex
entry will detail from which psychic disciplines a Psyker can generate
his powers.
NurnrsEns oF Psvcnrc PownnsA Psyker's codex will usually state how many psychic powers the Psyker
has. Where this is not the case, the Psyker has a number ofpsychic
powers equal to his Mastery leve1.
GENrneuNG PsYCHrc Po'srERsBefore either player deploys their army, you must generate psychic
powers for your Psykers. This is done openly, so both you and your
opponent are aware ofthe power(s) each Psyker has generated. Ifyouratmy includes more than one Psyker, you can choose the order in
which you generate their powers.
In some codexes, a Psyker will have a specific psychic power, or set of
psychic powers - where this is the case, it will be clearly stated in the
relevant codex. Othemise, a Psyker generates random psychic powers
from amongst the psychic dlsciplines known to him.
To randomly generate a psychic porver, first choose one ofthe psychic
disciplines known to the Psyker. Then, ro11 a D6 and consult the
chosen psychic discipline; you will notice that the psychic powers are
numbered between one and slv - the power generated corresponds to
the number rolled on the D6.
Ifa Psyker generates a psychic power whose lilZarp Charge cost
is higher than their Mastery level, ro11 again in the same psychic
discipline until a power is generated rvhose ]X/arp Charge cost does
not exceed his Mastery level.
Ifthe Psyker needs to generate more than one psychic power, repeat
the above process until a number ofpsychic powers have been
generated equal to the Psyker's Mastery level. Note that second and
subsequent psychic powers do not have to be generated from the same
psychic discipline as the Psyker's first power. Ifa Psyker generates a
power he already has, ro11 again in the same psychic discipline table
until a power is generated that he does not already know. It should
be noted that dlfferent Psykers ln the same army can have the same
psychic power(s).
Pmnaenrs PowERSSome psychic disciplines have primaris powers. A primaris power is
so intrinsic to the discipline's character that we can assume that any
wielder of that discipline is able to master it. Immediately after rolling
for a psychic power, a Psyker can always choose to substitute the porvei
generated for the discipline's primaris power. Remember though, that :Psyker cannot have the same power twice - ifhe chooses to substitute
his frrst power for the primads power, and then chooses to generate
another psychic power from the same dlscipline, he cannot substitute
any further powers from that discipline.
Regardless ofthe psychic power(s) your Psykers have, it's worth makin:
a note on your army roster - it's all too easy to forget which Psyker has
which power otherwisel
Exomple: Sorahhas a Psyker inher army with a Mastery Level of 3 who
hnows powers from lheTelepathy ond Divination disciplines.The codex does
not specrfy that the Psyker knows ony spedfic powers, sa Sorah rhooses the
TeLepathy drscrpline and roLls o D6.The result is a3, thus generatingPupper
Master. Sarah then chooses theTelepathy Discipline again, rolling another
3.This is re-rolled, the result being a I this time, generaling Domlnate.
Howeuer, Sarah thooses to swap Dominate for thtTelepathy Primaris Pott; t
Psychic Shriek. Eor her Psyhel s final power, Samh chooses lo generate tht
power from the Dlination discipline. She rolLs a 6, thus generattngthe pn't)',.:
porver Scrier's Caze.
f,'-rCat:1.
L
lO.'Y,
F v.\-
i!
liI
BIovANCYBiornancers specialise in manipulating biolo$icalener$yand processes with the power oftheir rninds.They are rnasters of the flesh, learning to shape and
influence the physical fotrns of themselves, theirallies or their enernies, according to their will.
PRIMARIS POWERSMITE VarP Charge I
Lethal bolts of bio-lightningleap ftom the psy!<er's fngertips,tearinghis foes apart.
Smite is a witch.fi.re power with the foilowing profile:
I A" rype
4 2 Assault 4
WarpCharge IIRONARMBy transmutinghis flesh into Liuing metal,the biomancer
can wade through enemy fre unscathed and pulp shulls
withhisbare fists.
Iron Anr,r is a blessing that targets the Psyker. Whilst the power
is in effect, the Psyker gains +D3 Strength and Toughness (ro11
once for both) and gains rhe Eternal !?arrior special rule.
ENFEEBLB Varp Charge I
As the psyker channelshis powers, tendrils of Warp energy
Iash over his uictims, euery cavess sappingvitality fromtheirbodies.
Enfeeble is a malediction that targets a single enemy unit
within 24". rilhilst the powet is in effect, the target unit suffers
a -l penalty to both Strength and Toughness, and treats all
terrain (even open ground) as difficult terrain.
Endurance is ablessing that targets a single friendly unit within
24". Whilst the power is in effect, the target unit gains the Feel
No Pain, It Will Not Die and Relentless special rules.
;i*i*.4&
A man may dic yet still endurc if his rvork enters the
greater work. Time is carried upon a current incePted
by forgotten decds. f,vents of Brcat moment are but the
culmination of a single carefully placed thought. As all
men must thank progcnitors obscured by the past, so
rve must endure the prcsent that those who comc aftcr
may continue the grcater work.'
-The Chine of Eons -Gar6o Mojoro Prefectus of Adeptus Mechonicus
Range S AP TyPe
stt\ rrrn LEEcH varp charge I
"{*1J 'ivith a twist of his gnavled hands,lhe wrathf ul psyker* .jryq rips the life force fromhis enemy,hoardingthe stolen
' " t ,rrrnrc and usingitto reinuigorate andrestorchis own
injured flesh.
LifeLeech is awitchfire power with the following profile:
)4,.
Life leech 12' 6 2 Assault2
"\'..
i-b\Er.lnunlNcr varpchatge I
!; j Rrorhi,,g, nto the essence of his allies,thebiomancerlznitsV.Gt rt K(g( lI I I I8 lfllU I fl( t ))grlt t UJ tt I> qtt t( > t t t t( U tv t t tw r tLt I
."{y'* together b ones, he als fI esh and banishes fatigue so that they
' I' i ,nrryo,, thefght.
IfLife Leeth carses at least one unsaved \7ound' the Psyker
immediately regains a Wound lost earlier in the battle (up
to his starting number of Wounds).
f-"<blwlnp sPEED warp chatge I
^\"ug)rfrc powers of the Immoteriumflow into thepsyker,
t $? heighteninghis speed to supernaturalleuels. Ablur is' \ h. amongsthis enemies,fellingthe unrighteouswith
blows too swift to see.
VarT Speed is a blessing that targets the Psyker. Whilst
the power is in effect, the Psyker gains +D3 Initiative and
Attacks (ro11 once for both) and gains the Fleet special ru1e.
IIAEMORRHAGE WarpCharge I
Eocussinghis mutant mind,the psyker reaches
forth and sets a fre within his uictim's flesh. withinmoment's, the unfortunate foe'sbloodbegins to boil in
its own ueins, tearinghim asunder as itbursts fromevery pofe.
Haemonhage is a focussed witchfire power with a range
of 12". The target must pass a Toughness test or suffer a
I(ound with no armour or cover saves a11owed. Ifthe target
is slain, randomly select another model (friend or foe)
within 2" of him. That model must pass a Toughness test or
suffer a \Vound with no armour or cover saves a11owed. Ifthat model dies, continue the process until a model survives
or there are no suitable targets within range.
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I
t:Ryc.hic Disciplines
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Diviners seek to discern the hidden past of the galaxyand know the coutse of events yet to corne. Theseabilities allow Diviners to look into the twistingstrands of the Imrnateriurn in search of the answersthey seeh, and sometimes even influence the outcorneof fate itself.
PRIMARIS POSTERPRESCIENCE WarpCharge I
Tlrc psyh.er can effortlessLy predict the pnths ofbuLlets and swords.
By focussinghis Warp-sight even more closely, he can guide hkalLies' nims,bringing a swift and merciless death to their foes.
Pyesdente rs a blessing that targets a single friendly unit within12". Whilst the power is in effect, the target unit can re-roll allfailed To Hit rolls.
DmNATToNi
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PERFECTTIMING Warp Charge IAs soon as his consciousnesis pierces the veil of the
Warp, a rush of images floods the diviner's mind,
forctellingthe actions of his enemies, down to the
merest microsecond. Armed with this information, the
diuiner's allies can predrct exactly when their foes wiIIpeer oul frombehind cover and expose themselves to a
lethalhead shot.
PerfectTimrngis a blessing that targets the Psyker. \Thilstthis power is in effect, the Psyker and his unit's weapons
have the Ignores Cover special rule.
PRECOGNITION Varp Chatge I
Hauing already witnessed the one true path to uictory,
the diuiner strides acrossthebattlefeldlike an auenging
god of war. Whilst the premonitions run true,he is alL
but undef eatable, proof against bullet and bolt, blade
and b ombardment. }]'ow eu er, should his self-wr ought
prophecies fade, or turn false,he wiLl surely be doomed
to ignominious defeat.
Precognition is a blessing that targets the Psyker. \Thilst the
power is in effect, the Psyker can re-roll all failed To Hit and
To $7ound rol1s, as well as failed saving throws.
f,f}ronrBoDrNc varp charge I
\fu1) nto nlrs to his war p-gifted insights, the psyher and his
" fl\ allies are aware that their foes are about to charge, even
' " \ brforc lhe loes lhemselves have realised it.
Eorcbodrngis ablessing that targets the Psyker. Vhilst this
power is in effect, the Psyker and his unit have the Counter-
artack special rule and fire overwatch on their full Ballistic
Skill, rather than Ballistic Skill l. Note that this does not allow
weapons that could not normally fire Overwatch to do so.
"fftFoREwARNrNG warpchargel
'\full The psvke r's prophetic powers aLlow him to walk through
,,'Y: a hail of frc unsrathed, dodging incomingbullets with an
' ' eene talm.
Eorewamingis ablessing that targets a single friendly unit
wirhin 12". \7hilst the power is in effect, the target unit has a
4+ invulnerable save.
U€f MTSFoRTUNE warp charge I
TrSgJ wrth a chrh of his fingers, the diuiner twists fate so that his
; f) /ollor,rrc ri blows punch through the weahest points in their
' ' opponents' drmouy.
Midofiune ts a malediction that targets a single enemy unit
wirhin 24". whilst the power is in effect, the target unit must
re-roll successful saving throws.
Across the void of spacc mcn livc as thcy havc livcd
for millennia upon thc sand, rock and soil ofworlds
bathcd in the light of alicn suns. So is Humanity's
sced cast far and widc beyond thc knowledgc of Man,
to thrivc bittcrly in thc darkncss, to takc root and cling
with robust and savagc detcrmination.
The diviner can see thebattlefeld clearly inhis mind's
eyet with the vantage point of a huntinghawh and
the precision of alaser.The to and fro of armies and
war machines isbut the scurrying of antsbeneath
his omniscient gaze.Thus can the diuiner direct the
deployment of specialist fortes exactly when and where
they are most needed, Leauing no clue behind as to hou,
this trichery was achieved.
Scriel s Gaze rs a blessing that targets the Psyker. Vhilst the
power is in effect, you can ro11 three dice and choose the
result you want when rolling for Reserves, Outflank and
fnysterious terrain.
SCRIER'S GAZE Warp Charge I
I
tr ;*l;*d
Psychic Disciplines
PynoMANCYA pyrornancer is a rnaster of fire and flarne, a psyker
who is able to create searirrg infernos out of thinair. Pyrornancy is one of the rnost spectacrrlar and
destructive forms of psychic ability, and those who
face a pyrornancer in combat are oft reduced to noughtbut a pile of charred bones.
PRIMARIS POSTERitAMi BREAif
.''''' varp charge I
Atorrent of psychic flames pour forth from the psyket's eyes and
m o uth, e n gulfrng th e t ar ge t.
Elame Breathis awitchfrre power with the following profile:
Range S AP T1pe
Flame Breath Template 5 4 Assault l,
Soul Blaze
Varp Charge IFIERYFORMBuLIets and shells pass straight through the pyromancer
ashe transforms into an incandescentbeingof liuing
\/arpfre, strihingout athis t'oes and settingthev
souls ablaze.
Fiery Form is a blessing that targets the Psyker. \7hilst the
power is in effect, the Psyker gains a 4+ invulnerable save,
+2 Strength and his close combat attacks have the Soul Blaze
special rule.
FIRESHIELD Warp Charge I
with a sweep of his orms the psyker throws up a towering
wall of flame to protect his allies.
Fire Shield ls a blessing that targets a single friendly unit
within 24". The target unit has a 4+ cover save against shooting
attacks that do not have at least one ofthe following special
mles: Soul Blaze or Melta. In addition, whilst the power is in
effect, any unit that makes a successful charge against the unit
suffers 2D6 Strength 4 AP - hits, resolved at the same time as
Hammer of 'JZrath hits.
3INFERNO Varp Chatge I
' 1i
Vith an impatient gesture, the psyker sets the oir itself
aflome, creoting a whir\ing pillar of fre to sweep through
the ran.ks of his enemies.
Inferno is a witchfire porver rvith the follorving profile:
SPONIANEOUS COMBUSTION Varp Charge I
Eocussinghis anger,the pyromancer can melt ot
incinerate his foe in aheartbeat.Yet whenhis rageboils
ouer,the unfortunate uictim'sbody explodes in ablast of
ash androaringflame.Vho can sayhow many willfaIIuictim to his wrathbefore it is sated?
Sponlaneous Combustion is a focussed witchfire power with
a range of 18". The target model suffers a Vound with no
armour or cover saves allowed. Ifthe model is slain by this'Wound, centre the small blast marker ovet the target before
removing him. All other models under the marker suffer a
Strength 4 AP 5 hit with the Ignores Cover special rule.
gflsuNnunsr warpchat$e I
"\fiJ rlt p syker nngs a wild songwhose notes were old when
- .'ff- the universe was young. Ashe does so, an incandescent
' "
\ ouro appears abouthim, growingeuerbrighter and
hotter with every refrain. only when the songis ended
does lhe aura explode, dtscharging rts pent-up fury in a
blin din g, sup e r n o v al fl a sh.
Sunbrrsi is a nova power with the following profile:
iI\
Range S AP Type
24 4 5 A.ro.lti,Soul Blaze, Blast,
Ignores Cover
Sunburst
Range
b
MOLTENBEAM Warp Charge 2
Th e pyr o m an c er cI ap s his han ds to gether an d turn s
them outward towards the foe. Ashe does so, a white-hol
beam of blazingenergybursts fromhis palms.It melts
armour to slag and uaporises flesh,leauing only ghastly
shadcws in its wahe.
Mohen Beam is a beam with the following profile:
S
4
AP Type
5 Assault 2D6,
Blind,
Ignotes Cover
Inferno
.--::::l?-
You cannot fathom the mysteries of the Universc,
you must simply trust in the righteousness of thc
Empcror's Command! Range
Molten Beam 12'
Typ"
Assault l, Melta
SAP8l
TEI.TKINESISTeletines are able to rnanipulate the rnaterial worldwith the power of their rninds, translating sheerrnental power into physical force. These psykers canlash their foes with psychic ener€iy, erect invisible forceshields to protect thernselves and even rend apart thefabric of reality itself.
PRIMARIS PO]MERv""p i(;;e" i
IJsingnothingbut the power of his mind, the psyker tears a
boulder of rock from the ground and hurls it at the foe.
Assail is a beam with the following profile:
VarpCharge I
i
CRUSHBy reaching outhis arm and clenchinghis fst, the psyher
' entrapshis foe in a choking and crushingmass ot'force.
Grittinghis teeth, the psyher continues the assault until
flesh, armour andbone alih.e are ground to powder.
Crush is a focussed witchfire power with a range of 18". Roll
2D6. The target model suffers a hit with a Strength equal to the
result (a score ofan I I or I 2 wounds automatically or, in the
case ofa vehicle, causes an automatic penetrating hit) with an
AP equal to the result ofa separate D6 roll.
GATE OF INFINITY VartrrCharge I
The psyker punches a corridot throughthe roilingImmaterium, allowinghim to cross great distances intheblinh of an eye.
Gate of rnfnity is a blessing that targets the Psyket and his
unlt. Place a countet in base contact with a model in the
target unit. Remove the target unit from the board. It then
immediately arrives using the rules for Deep Strike. The first
model placed must, however, be placed within 24" of the
counter. Ifthe Psyker is the only model in his unit, there is no
risk, but if his unit consists of two or more models, there is a
chance something willgo wrong; if the Deep Strike attempt
scatters and a double is rol1ed, one member ofthe unit, chosen
by the controlling player, is claimed by the \[arp and removed
as a casualty (the survivors scatter normally).
OBIURATIONMECHANICUM Warlrchargel.Weapons jam and engines seize W as the telekine uses
his powers to wrench and twisl the inner workings at the
hearts of nearby machines.
objwation Mechanicum is a malediction that targets a single
enemy unit within 24". \fhilst the power is in effect, the target
unit must re-rollTo Hit and To lTound rolls of 6. In addition,
ifthe target is a vehicle (or vehicle squadron), each vehicle
in the unit has a Strength I hit with the Haywire special rule
allocated to it (roll separately for each).
-ff,ZsHocror/AvE varp charge I
.\ts1 The psyher slamshis palmitogether and the noise is
,{ } magnifed a hundredfold, releasing a shockwaue that' \ rnoprbonesandknochsloesfromtheirfeel.
Shochwaue isa nova power with the following profile:
Range
Shockwave 12'
AP Type
Assault D6,
Pinning
TELEICNEDOME Varp Charge I
Bulletsbounce off ot' thin air and are deflected
aLarmingly towards friendly forces as the psylzer erects o
barrier of shimmering energy abouthimself .
T elelcine Dome is a blessing that targets a friendly unit within
12". All models in the target unit have a 5+ imulnerable save
against Shooting attacks whilst the power is in effect. Every
time this save is successfully made against a shooting attack,
choose an unengaged enemy unit wirhin 6" - that unit suffers
a hit with a Strength and AP equal to that ofthe initial shot. Ifthere is no unengaged enemy unit within 6", then the lfoundis still saved, but the shor is not redirected. Note that this does
not cause templates to be repositioned.
VORTEXOFDOOM Varp Charge 2
The telekine opens a tear between the mateyial realm
and the howling destruction ot' the Varp, unleashing
energies that utterly consume his foes.
Yortex of Doomis awitchfire power with the
following profile:
R*g: I l?,,Ivp:12' l0 I Heavy l, Blast':
'\'Il when using this power, the Psyker fails his Psychic test,
centre the Vodex ofDoom blast marker on the Psyker - inthis case, the template does not scatter.
TTITPATHYTelepaths are psykers whose mental expertise lies withcontactirrg and controlling the rninds of others. Witha single thougfirt, a telepath can blast away his foe'ssanity, induce states of nurnbirrg terror or possess hisvictirn's thoug[rts and mould theit actions as if theywerehis own-
PRIMARIS PO$TERPSYCHIC SHRIEK WarP Charge IThe psyker breathes in deeply the power of the Warp before
emitting a banshee howl of psychic energy that shreds the minds
of his enemies.
Psychic Shriehts awitchfire power with a range of 12". Roll3D6 and
subtract the target's leadership * the target unit suffers a number of
ITounds equal to the result. Armour and cover saves cannot be taken
against Wounds c ausedby P sychic Shnelz.
VarpCharge IDOMINATBThe psyher reaches into his foe's mind, trammellinghissoul and crushinghis wiIL to fght on.
Domindte is arnalediction that targets a single enemy unit
within 24". whilst the power is in effect, the target unit musl
pass a leadership test each time it attempts to rnove, shoot,
Run or declare a charge - ifthe test is failed, the action is
forfeit and the unit can do nothing that phase.
MentalEortitude is a blessing that targets a single friendly unit
within 24". If the target is falling back, it immediately regroups. It
then gains the learless special rule for as long as the power lasts.
TERRIFI WartrrCharge I
Euen the brauest of heroes quake in terror as the telepath
assails them with images from their own darkest and most
dreadful nightmares.
Terrif, is a malediction that targets a single enemy unit within 24".
The target receives no benefit ftom the Fearless special ru1e and
treats all enemy units as having the leat special mle for the power's
duration. Furthermore, it must immediately take a Morale check.
;(1t*ot.rBrlrrY warpcharge2
"kid# Reaching into the minds rif his foes, the psyker obscures
;Yl himsetl andhis alliesfrom the enemy's tghl.
tnvisibility is ablessing that targets a single friendly unit within
24". The target unir is invisible as long as the power is in effect.
An invisible unit has both the Shrouded and Stealth special rules.
Models charged by an invisible unit gain no benefit from the
Counter-aftack special rule (they don't see it coming). Models
attacking (or being attacked by) invisible models in close combat
count as \Teapon Skill l. Blows made by, or agahst, non-invisible
models in the same combat are resolved norma1ly.
HALLUCINATION Wa4r Charge 2
Paranoia, confusion and panic are heightened to
a debrlitating degree as the telepath ahershis foes'
p er c epti ons of re ality.
Hal\urinatton rs a malediction that targets a single enemy
unit s'ithin 24". Rol1 immediately to determine the manner
ofhallucinations the target is suffering from (ro11 once for the
whole unit).
D6 Resultl-Z Bugs! I Hatc Bugs! Sonelhrng unspeahable has gotlen
under the uictims' armout and hosbegun to crawl oround.
The unlt is automatically Pinned, unless it would
normally automatically pass Pinning tests or is locked
in close combat, in which case there is no effect.
3-4 Etmrnrn? All se nse of urgency islost, and the befuddled
wawiors just stare listLessLy into space.The unit cannot
shoot, Run, declare charges or strike blows in close
combat whilst the power is in effect.
5-6 You! You'te a Traitotl Paranoia sets in and the pantched
wawiorslash out attheir comvades.Every model in the unitimmediately inflicts a single hit on his own unit,
at that models' o*n Strengths, but using the Strength
bonuses, AP values and special rules oftheir most
powerful close combat weapons (ifthey have any).
;$+i MENTALFoRTTTuDE varp charge I
\;yl Despair is lurned inlo fresh hope and courage inlo insane
;\ J' herorsm as the telepath projects inspirational thoughts of' ' viclory inlo Ihe minds of his allies.
ffi PUPPETMAsTER varp charge I
: \*FV_I 'the telepath possesses his uictim's mind, controlling their
;Y | ^ort.rnts, their aim and their trigger fngers as if they
' were marionettes.
PuppetMaster rs a focussed witchfire power with a range
of 24". The target immediately makes a shoodng attack as ifit was one of your models (this cannot target his own unit).
After resolving the attack, the target shakes free ofthe Psyker's
control and immediately reverts to the owning player's control.
Recommended