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Special Rules |
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| Sacred Rites |
Ravenwing |
Space Wolves Acute Senses |
| Deathwing |
Daemonic Vulnerabilities &
Immunities |
Imperial Guard Barrage |
| Death Company |
Eldar Exarch Powers |
Imperial Guard Reserves |
Sacred Rites
Special Rules
Some Adeptus Ministorum characters may lead a squad they accompany in the Sacred
Rites. Roll a D6 on the Sacred Rites table to find out what effect the prayers have
on the squad. The following modifiers apply and are cumulative with each other ( a
Canoness in an army with a psyker adds a total of +2 to the roll, for instance):
- A Canoness adds +3 to the roll.
- A Veteran Sister Superior adds +2
to the roll.
- A Sister Superior adds +1 to the
roll.
- A Missionary Major Hero adds +1
to the roll.
- If there is a psyker in the same
army as the
Ecclesiarchy, all roll for Sacred Rites suffer a -1
penalty.
Note: If a Canoness, Missionary Hero, or Missionary Major Hero leads a
squad in the Sacred Rites, the character must be set up within squad coherency of the unit
at the start of the battle. If the character leading the squad in the Sacred rites
subsequently leaves the unit, any benefit from the Sacred Rites is lost for the rest of
the battle-the unit will think they are being abandoned by the Emperor! The unit
loses its Sacred rites if another character later leads the unit. The results of the
Sacred Rites apply to all members of the squad and any characters who start the battle in
squad coherency with them, including the character leading the Rites. Adeptus
Ministorum characters cannot join squads of Space Marines, Adeptus Mechanicus and squads
led by an Inquisitor, so they may not lead these squads in the Sacred Rites. Adeptus
Ministorum characters also refuse to lead the mutated Ogryns and Ratlings in the Sacred
Rites, though they can join these units. |
Sacred
Rites Table |
| D6
Result |
| 1
|
No Effect |
| 2
|
The squad is immune to fear
and terror for the duration of the battle. See the Warhammer 40,000
rulebook. |
| 3 |
The squad becomes subject
to frenzy. See
the Warhammer 40,000 rulebook
for details. |
| 4 |
The squad adds +1 to its
Leadership for the duration of the battle. This cannot take its
Leadership value over 10. |
| 5 |
The squad hates
the enemy. See the
Warhammer rulebook for
details. |
| 6 |
Each member of the squad
has a psychic save of 4+ on a D6. Note that this is not a
nullify-roll for each model: on a 4+ it is unaffected. Some of the
squad may be affected by the psychic power while others aren't. |
| 7 |
The squad automatically
passes all psychology and Break tests it is required to make. |
| 8 |
The squad is so
determined to smite their enemies that it pays no heed to their own safety. The
squad may ignore the Choosing a Target rules and fire at any enemy squad or
vehicles you wish. The squad cannot pick out enemy characters unless they are more
than 2" from a squad and the closest target, as detailed in the Heroic Characters
section of the Warhammer 40,000 rulebook. |
| 9 |
Once in the battle, at
the end of the shooting
phase, the squad may
fire again. Weapons that are jammed or recharging may not be fired and will stay
jammed or recharging until the next shooting phase as normal. |
Deathwing
The Deathwing is the 1st Company or Terminator Company, of
the Dark Angels Chapter of Space Marines. Originally the Terminator armor used by
the Deathwing was painted black but after a single squad of Dark Angels Terminators
rescues their home world from the grip of a Genestealer invasion the suits were recolored
white to honor their memory. Their unique appearance and terrifying name has made
the Deathwing renowned throughout the Imperium and their bravery and single-mindedness of
purpose has become legendary.
It is only when a Dark Angels Space Marine is promoted to the Deathwing that he first
starts to learn the history of the Chapter and of their unrelenting mission to hunt down
and destroy all of the Fallen Dark Angels, no matter how long this may take. Even
the Space Marines of the Ravenwing are unaware that the Chaos Space Marines they are so
often called on to hunt down were once fellow Dark Angels. However, a Dark Angel
does not learn the full truth even when he joins the Deathwing. Instead, slowly over
time he will be promoted through a number of levels known as circles, assuming he survives
long enough and is found worthy enough to progress, of course. As a Dark Angel is
initiated into each succeeding circle he learns more and more of the truth, but it is only
if he reaches the highest level known as the Inner Circle that all is revealed to him.
Dark Angels that reach the Inner Circle are given the honorary title of Master and perform
all of the most important functions within the Chapter. Each Company is commanded by
a Master from the Inner Circle and a Space Marine cannot become Chief Librarian or one of
the dreaded Dark Angels Interrogator-Chaplains without reaching this exalted level.
It is thus only a small group of the most Senior Dark Angels that know all the dreadful
secrets of the Chapter and of the horror -and the hope- that is entombed deep within the
heart of the Rock.
Troop Type M WS
BS S T
W I A
LD
Deathwing 4
5 5
4 4
1 5 1
9
Special Rules
Space Marine Terminators: The usual Break tests and
Rapid Fire special rules apply. In addition, the rules for Terminator armor as
described in the Terminator section above apply.
Immune to Psychology: The Deathwing's complete
fearlessness, even in the face of horrors that would drive a normal man insane, is
legendary. Therefore members of the Deathwing cannot be affected by fear or terror
and are immune to all psychological effects.
Characters: Note that all Dark Angels Masters,
including the Master of the Deathwing and the Master of the Ravenwing and any Dark Angels
Librarians or Dark Angels Interrogator or Master Chaplains are members of the Deathwing
and therefore are immune to psychology as described above. |
Death Company
The Blood Angels were forced to cells drawn from the dead body of
Sanguinius in order to rebuild the Chapter after the Horus Heresy. This necessity
has had a lasting effect on the psychology and character of the Chapter, which manifests
itself as the Death Company.
The cells drawn from Sanguinius' body were saturated with his last moments of deepest
sacrifice and fleeting memories of that conflict continually break through into the minds
of every Blood Angels Space Marine. These ghostly memories are partly pacified by
the ceremonies and rituals for which the Chapter is famous. However, sometimes Blood
Angels succumb to the overwhelming emotions of their Primarch's final moments. When
this happens, as it is prone to do on the eve of battle, the individual loses all touch
with reality and becomes frenzied and fearless to the point of madness.
The Chaplains of the Blood Angels watch carefully for any sign of the Blood Rage, as it is
called and take any that are afflicted to one side. These doomed warriors are
arrayed in special armor and joined together in a unit called the Death Company.
Their best hope is a quick death in battle, as those who survive become increasingly
deranged and violent as they sink ever deeper into madness and despair.
Troop Type M WS
BS S T
W I A
LD
Death Company 4
5 4
4 4
1+1 4 1
10
Special Rules
Extra Wound: As they reach a heightened state the
warriors' bodies are able to temporarily ignore the effect of mortal wounds.
Only after the battle, when their metabolism calms down, do these wounds kill them.
To represent this the Death Company Space Marines start the battle with 2 wounds each ( 1
normal wound plus 1 extra, temporary wound). If they sustain 2 wounds during the
battle they are slain, but if they sustain only 1 wound they survive. However,
after the battle is over but before you work out what side has won, you must deduct
the extra wound from every Death Company Space Marine. This means that any Death
Company Space Marines who have already suffered 1 wound will be dead and these extra
casualties do count towards the final victory points.
Leadership: Except where noted
above, Death Company Space Marines are automatically assumed to pass any Leadership tests
they are required to take and so cannot be broken or shaken. Their Leadership value
is therefore never used but is included for comparative purposes.
Psychology: Aside. from frenzy, the Death Company
Space Marines are not affected by any of the psychology rules. They never test for
fear, terror or other psychology described in the Warhammer 40,000 rulebook.
Frenzy: The Death Company Space Marines are
affected by the rules for frenzy as given in the Psychology section of the
Warhammer 40,000 rulebook, with one exception. Death Company Space Marines can
never take a restraining test to avoid going into frenzy and must always charge the enemy
if they are able to do so.
Chaplain: The Death Company can only fight as
a coherent unit as long as it is led by a Blood Angels Chaplain. It may then fight
in a dispersed formation ( individual models up to 4" apart). If the unit is
not led by a Chaplain then it dissolves into a mass of rampaging individuals. The
Squad Coherency rules cease to apply and each model fights on its own.
Should this happen, individual models will charge the nearest enemy models within their
charge range in accordance with the Frenzy rules. If there are no enemy within
charge range each model moves its maximum normal movement distance in a random direction (
use the Scatter dice). This random compulsory movement is worked out as soon as
charges have been declared but before chargers are moved as is usual for compulsory
movement. |
Ravenwing
The Ravenwing is the name of the 2nd Company of the Dark Angels Chapter.
It is a highly specialized formation used for scouting and assault missions where
speed is more important than heavy firepower. To this end all of the Space Marines
in the company ride on bikes or land speeders, which are organized into special units
called squadrons each consisting up to five vehicles.
Instead of the usual dark green panoply of the rest of the Chapter, the Ravenwing's
vehicles and armor are painted jet black and it is this which gives the company its unique
name. Equipped and trained for high speed missions, the Ravenwing excel at hit and
run warfare and search and destroy operations. The last type of combat mission is
highly important to the Dark Angels because when they are operating against any of the
Fallen it is vital that not one of the enemy escapes to fight another day.
Troop Type M WS
BS S T
W I A
LD
Ravenwing 4
4 4
4 4
1 4 1
8
Special Rules
Space Marine: The usual Break tests and Rapid Fire
special rules apply.
Expert Riders: The Space Marines of the Ravenwing
practice and train continuously in the use of the vehicles that they ride. It is
said that they only dismount to take part in the Chapter's rituals and ceremonies and that
the rest of the time they live, sleep and eat in the saddle. Because of this any
member of the Ravenwing may re-roll the dice if they fail a Bike Skid test. In
addition, they do not suffer any to hit modifiers when they fire from the vehicle that is
moving at fast speed.
Jink: Ravenwing Space Marines are trained to jink
the vehicle they are riding from side to side as they move,which makes them very difficult
targets. When a member of the Ravenwing is fires upon by enemy models, the to hit
modifiers for the speed of the vehicle is moving at are increased by -1. Thus there
is a -2 to hit modifier for firing at a Ravenwing vehicle that moved 10" to 20"
in its previous turn and a -3 to hit modifier for shooting at a Ravenwing vehicle that
moved over 20". |
Daemonic Vulnerabilities
& Immunities
Because of their unique metabolism an supernatural
psychology daemons are affected differently by certain weapons and can be entirely immune
to others. Most of the more common weapons and grenades are listed below.
Blinding Attacks
Daemons don't have optic nerves as such and so are not affected by
conversion fields and Photon Flash Flare grenades.
Note that the Eldar Howling Banshee mask affects Daemons normally, as it is
actually a psychic attack rather than one that affects the victim's hearing. The
Flesh Hound's Collar of Khorne renders them immune to the effects of the Banshee Mask.Death
Spinner and Harlequin's Kiss
Daemons are allowed to take their daemonic aura save against these weapons
but are otherwise affected by them normally.
Distortion Cannon, Wraith Cannon & Vortex Grenades
Daemons are affected normally by these weapons (although "Killed"
results should really read "Sent Home"!)
Flamers
Daemonic creatures suffer damage from flamer hits as normal and
may be set on fire by them. However, as daemons are not real creatures as such and
so cannot really be harmed by the flames (just banished back to the warp), they can ignore
the flames and continue to move and fight as normal. The creature must still roll
for damage from the flames at the start of each of its turns.
Gases and Toxins
Daemons are completely immune to the following gas/toxin based weapons:
Choke, Hallucinogen, Scare, Toxin, Virus, Lictor poison, Tyranid Venom Sac biomorph
and Shuriken Shrieker ammo. Needle weapons still inflict an S3 hit from the laser
light beam which fires the needle at the target but do not wound a daemon automatically.
The Tyranid Venom cannon, Spinefist and Devourer must halve their Strength value
(rounding up) when firing at daemons, to represent the fact that the daemon will not be
affected by the poisons which form a part of these weapons' method of attack.
daemons are treated in the same manner as Tyranids if they are hit by a spore mine.
Note that the Barbed Strangler affects daemons normally.
Graviton Guns
Daemons are not affected by Graviton Guns.
Ork Field Artillery
Smasha Gun: When rolling to hit with a Smasha gun
treat Greater Daemons as a Dreadnought-sized target.
Pulsa Rokkit and Shokk Attack Gun: All daemons are
counted as "foot troops" against these weapons.
Buzzer Squigs: Daemons get the save listed in the
Ork Codex. Note that the save is instead of their daemonic aura save.
Psychic Attacks & Force Weapons
Daemons are very susceptible to psychic attacks and force weapons.
Psychic Powers, Hood of Hellfire and Zoanthrope Warp Blast: Daemons do not receive their daemonic aura save against these psychic powers.
The Sword of Asur, Tyranid Boneswords, Wailing Doom, Runestaff Stormcaller and
Tyranid "Sharpened Claws" Biomorph: A daemon hit
by any of these weapons receives no saving throw on behalf of its daemonic aura.
Force Sword, Force Axe, Force Rod, Psycannon, Nemesis Force Weapon, Weirdboy
Staff, Staff of Ulthamar, Witch Blade and Singing Spear: A
daemon hit by any of these weapons is wounded automatically and it receives no saving
throw on behalf of its daemonic aura.
Electro-Hulls and Voltage Fields
The Electro-Hull Vehicle card and Voltage Fields
biomorph do not affect daemons in any way. |
Space Wolves Acute
Senses
| Space Wolves have senses as keen as a Wolf of Fenris, superior even to
any other Space Marine Chapter. This is undoubtedly as a result of their corrupt
genetic implants and part of the blessing as well as the curse of the Wulfen. To
represent this a Space Wolves Space Marine can spot enemy in hiding at twice the usual
distance - ie, at double the warrior's Initiative value in inches. For example, at
I=4 a Space Wolves warrior can spot enemy in hiding at up to 8" away |
Imperial Guard
Barrage
Calling Down Fire
At the start of his first turn the Imperial Guard player rolls a D6.
If you roll a 1 roll again until you get a score between 2 and 6. The score
establishes the levels of electromagnetic interference on the battlefield. The
higher the value the worse the interference and the more difficult it will be to call down
fire. At the start of the second and each subsequent turn the Imperial Guard player
can call down one barrage for each commanding officer whose squad includes a Guardsmen
with a comm-link. Roll a dice for each request for bombardment. If the dice
score is equal to or beats the interference level already established then the message
gets through successfully and you can work out the barrage as described below. Work
out one barrage for each successful request. If the dice score is less than the
interference level then the request does not get through and nothing happens. Work
out the results of any barrages before taking the rest of the turn. this enables the
Imperial Guard to move into gaps created by barrages or to exploit the destruction of the
enemy in the most appropriate way.
Barrage
The Imperial Guard has many extremely heavy or emplaced weapons
able to lend their weight to the fighting. Fire may even be directed from
spacecraft. However, a convenient way of representing this fire in a company sized
action is to treat each barrage as a single shot, in the same way as a preliminary
barrage.
Weapon STR Dam
Save AP
Special
Barrage 8
2D6
-3 3D6+8
2" Blast
For each successful request for bombardment take a 2"
blast marker and place it in sight of the commanding officer of the squad that requested
it. The target must be the closest target to the officer as if he were himself
shooting. See the Choosing a Target rules in Warhammer 40,000. Once the marker
has been placed roll the Scatter and Artillery dice, exactly as for a pre-battle barrage
and move the marker to its final position as indicated below.
Scatter
Artillery Result
HIT/Arrow MISFIRE
No Effect
HIT
2, 4, 6 , 8, 10 Direct Hit. Models under the marker
are hit, models partially under
are hit on a D6 roll of a 4+ as usual.
Arrow
2, 4, 6, 8, 10 Stray Shot. Move marker distance
indicated in the direction of the
arrow. then work out hits as normal.
This is essentially the same process as a preliminary
barrage except that the amount of fire is likely to be less. |
Eldar Exarch Powers
| Crack Shot.....15
pts An Exarch with the Crack Shot power adds +1 to his D6 dice rolls to
hit when shooting. He may also shoot at targets at extreme range - this being
defined as between normal maximum range and half as far again. For example, a
shuriken catapult has a normal maximum range of 24" and an extreme range of
24-36". Shots at extreme range suffer the same "to hit" penalty as
long range and the extra +1 to hit does not apply.
|
Bounding Leap.....10
pts The Exarch may leap 4" in addition to his movement during the
move phase. He may make a normal move and leap, run and leap or charge and leap but
he can only leap once during the turn. A leap will take the Exarch over any man
high obstacle without penalty, including enemy models. In addition, the Exarch can
leap out of hand to hand combat at the end of any hand to hand combat phase without
suffering any penalty whatsoever.
|
Mighty Strike......5
pts If the Exarch inflicts 2 or more hits then he may choose to exchange
all hits for a single hit with a Strength bonus. The bonus equals +1 for each extra
hit scored, so you could exchange 2 S4 hits for a single S5 hit or 3 S4 hits for a single
S6 hit and so on.
|
Tough......10
pts The Exarch is incredibly resilient. His Toughness
characteristic is increased by +1.
|
| Turn Aside Blow....5
pts An Exarch with the Turn Aside Blow power may parry in hand to hand
combat even if he does not have a sword or another weapon suitable for parrying. The
Exarch knocks aside blows using the flats of his hands, absorbing any damage by special
armored inserts. In addition, the Exarch may force his enemy to re-roll up to two
attack dice when parrying rather than just one. |
Battle Fortune......10
pts The Exarch with this skill is protected from death by fate
itself. He may re-roll any failed saving throw for his Exarch armor. Note that
this power applies only to the Exarch's Exarch armor and not to other defenses he may
have.
|
Distract......5
pts The Eldar weaves an entrancing rune to distract his foe in hand to
hand combat. All the Exarch's foes count double the value of any fumbles. When
they roll a 1 on their attack dice this adds +2 to the Exarch's combat score rather than
the usual +1.
|
Stealth......10
pts The Exarch moves with the psychic forces of nature, disguising his
presence amidst the greater psychic flow. To mortal eyes he appears shadowy and
ghost-like and is very hard to hit. Any enemy shooting at short range suffer -1 to
hit penalty, while any enemy shooting at long range suffer a -2 penalty. |
| Disarm......5
pts If an Exarch wins a hand to hand combat ( ie he has the highest
combat score) then he may disarm his enemy rather than strike any hits that turn.
The Exarch causes no its, but the enemy automatically loses one weapon of the Exarch's
choice. This weapon is destroyed and can no longer be used. |
War Shout......5
pts An Exarch with this skill cries a fearsome War Shout as he
charges. This causes fear and the enemy must take a psychology test for fear
as appropriate.
|
Sustain Attack......5
pts If an Exarch has this power he may increase the range of his
follow-up attacks to 4". |
Resolve......10
pts An Exarch with this skill is immune to all psychology and need never
take a Break test. |
| Crushing Blow......5
pts An Exarch with Crushing Blow skill has a +1 Strength bonus in hand to
hand combat. This bonus applies not only to the Exarch's own Strength value but also
to the Strength value of any close combat weapon he is using.
|
Fighting Fury......5
pts An Exarch with this skill receives a +1 Attack bonus. His
Attacks characteristic value is increased by
+1.
|
Fast Shot......25
pts If an Exarch has Fast Shot skill then he may shoot twice in the
shooting phase. He can shoot at the same target or at two separate targets as you
wish.
|
|
Imperial Guard Reserves
| To represent the deployment of reserves behind the main battle lines the
Imperial Guard player is allowed to keep some of his troops off the battlefield until the
game is underway. These troops are known as reserves. Any
vehicles and any troops carried inside then may be held as reserves. They are not
deployed on the battlefield at the start of the game and are assumed to be waiting just
out of sight of the enemy. The Imperial Guard player does not have to tell his
opponent that he has not placed troops in reserve.
At the start of any of his turns the Imperial Guard player may bring reserves into
play. He declares which vehicles he is bringing on and place them on his own table
edge. These models may move and fight that turn exactly as if they were already on
the table. Vehicles can enter at any speed the player wishes, representing the
lightning-fast strike of these massed formations.
This ability to deploy fast moving strike forces is a big advantage compared to normal
deployment where vehicles are usually limited to their slow speed. In effect, a
speeding armored column is moved straight to the attack from its reserve position,
arriving at its target sooner than if it had deployed normally at the start of the game. |
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