Special Rules

 

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 TerminatorsThe 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 PsychologyThe 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.

CharactersNote 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 WoundAs 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.

LeadershipExcept 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.

PsychologyAside. 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.

FrenzyThe 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.

ChaplainThe 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 MarineThe usual Break tests and Rapid Fire special rules apply.

Expert RidersThe 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.

JinkRavenwing 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 GunWhen 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 SquigsDaemons 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 BlastDaemons 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" BiomorphA 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 SpearA 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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