PROFILE. Jonathan Sherer 9/10/2015 1

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Jonathan Sherer 9/10/2015 1 PROFILE Each model in the game is represented by a profile. The profile is essentially a breakdown of the model s abilities and defines how the model functions in the game. The profile consists of a series of numerical values or stats (8 for heroes and 5 for regulars). A model s profile can also contain various special rules that further define how the model behaves during the game, but these will be covered later. Below are two sample profiles (one for a hero and one for a regular) and a breakdown of what each stat means. Imperial Army Sergeant 4 4+ 1 4 5+ 1 1 1 Imperial Army Grunt 3 4+ 1 3 5+ - - - Fighting Skill: This represents how good a model is at fighting in close quarters. The model s fighting skill will be added the die rolls in close quarters combat to generate the combat score. Shooting Skill: This represents how good a model is at shooting ranged weapons. The model s shooting skill is the target number for shooting attacks made by a unit. Wounds: This represents how tough a model is. When a model is damaged, it takes a wound. When its last wound is removed, the model is taken out of the fight and removed from the board. Most models have only a single wound but many particularly large or powerful units and heroes have more than one. Quality: This is a pretty abstract stat that represents the overall training of a model. It is used for suppression and break tests as well as any special situations not specifically covered by the rules. If you have a model attempting to defuse a bomb or take a flying leap to escape from a burning building, this is the stat that you will use. To pass a quality test, you must roll under the quality of the model. Rolling the quality value exactly is a failure. Also, a roll of 6 is always a failure on a quality test and a roll of 1 is always a success. This is the only time in the game that it is good to roll low. Armor: This represents how tough the armor of a model is. If a model takes a hit (either at range or in close combat), it may roll an armor save. If it rolls the armor value or higher on the die, the model is not wounded. However, just because you pass one armor save does not mean that you are safe yet. A model must roll an armor save for every hit that it takes. Valor: This is a special stat that only applies to heroes. It represents how mighty and commanding a leader the hero is. The number in this column is how many Valor points a hero begins each game with. Valor points can be spent to take Valorous Actions or to adjust combat die rolls. Use of Valor points will be covered in more detail later. Grit: This is a special stat that only applies to heroes. It represents how mentally powerful a hero is. The number in this column is how many Grit points a hero begins each game with. Grit points can be spent to cast and resist spells and powers or to adjust quality die rolls. Use of Grit points will be covered in more detail later. Luck: This is a special stat that only applies to heroes. It represents how likely a hero is to survive any given battle. The number in this column is how many Luck points a hero begins each game with. Luck points can be spent to roll an additional 4+ save if the hero fails his or her armor roll.

Jonathan Sherer 9/10/2015 2 TURN SEQUENCE Initiative: Each player rolls 2d6, subtracts 1 from the roll for each suppressed unit, and applies any other modifiers. The player with the highest total wins the initiative and must activate all of his or her models first during each phase of the turn. Movement: Every model has a standard movement value and a maximum movement value. Most infantry models have a standard movement of 4 and a maximum movement of 8 per turn. Any model that has different movement values will have a special rule to dictate its movement. A model can move up to its standard movement value and still be able to fire during the Shooting phase but can move up to its maximum movement value if it is charging into combat or simply does not care to shoot that turn. The player that won the initiative in a given turn has the opportunity to move all of his or her units first. After the first player has chosen to move or not move all of his or her units, the other player may move all of his or her own units. Once both players have had the opportunity to move all of their units, play continues to the Shooting Phase of the turn. Shooting: In the shooting phase, ranged combat is resolved. The player that won the initiative has to opportunity to shoot with all of his or her eligible units first and, once finished, the other player may shoot with all of his or her eligible units. A unit is eligible to shoot if it moved no more than its standard movement value in the movement phase and if it is not in base to base contact with an enemy unit. To shoot with a unit, determine whether it is eligible to shoot, determine if it has line of sight to and is in range (each weapon has a set range) of an enemy unit, determine if the target unit will benefit from cover and what kind, roll a number of dice equal to the number of shooting attacks (again determined by the weapon) that the unit has, determine number of hits (a hit is a roll greater than or equal to the active unit s shooting skill), and finally the target unit must attempt an armor save for each successful hit and remove a model for each failed armor save. All of this is pretty simple and straight forward except for perhaps cover. Cover is defined as any obstruction that would serve as an impediment to flying bullets, arrows, or laser beams. There are three types: light (-1), heavy (-2), and superheavy (-3). Light cover is either something not particularly tough (such as cloth, a bush, or a wooden fence or something that only conceals less than one third of the model. Heavy cover must cover more than one third of the model and be significantly tougher such as metal plate or a stone wall. Super-heavy cover should be fairly rare and reserved for very solid military entrenchment or other extremely protective situations. Super-heavy cover must (obviously) cover more than one third of the model. Players should be able to agree on whether a model is in cover and what kind of cover it is. If not, they can roll a die to decide randomly. The benefit of cover is that it adjusts the target s armor value. If a target is in light cover, its armor value decreases by one while it is in cover and so on. This greatly increases the survivability of units and should be used to its full advantage (after all a unit with a measly 6+ armor value entrenched in super-heavy cover now benefits from a 3+ armor save and will be much harder to eliminate). Cover can be decided on a model by model basis or on a unit majority basis depending on how finicky you want the game to be. Armor value can also be affected by the ability of a weapon to penetrate armor (called Penetration). Every weapon will have a penetration value (although most weapons penetration is 0). Incredibly powerful weapons are able to blow through cover and armor as though it were not even there. A weapon s penetration value works exactly the opposite to

Jonathan Sherer 9/10/2015 3 cover in that it is added to the target s Armor value making it more difficult to pass an armor save. If a weapon has a Penetration of +2 hitting a target with an Armor Value of 3+, the target must now roll a 5+ to survive. Armor penetrating weapons can cancel out cover in this way. No hit is completely un-survivable and no model is ever totally invulnerable, however. A roll of 6 is always a success and a roll of 1 always a failure for armor rolls. Here is an example: An eligible unit of 5 Imperial Army Grunts wants to fire into a crowd of 8 aliens. The Imperial player makes sure that no terrain is blocking line of sight to between the aliens and the grunts, next he makes sure that the aliens are within the 24 range of the grunts rifles, each grunt has only one ranged attack so the player rolls 5 dice. The results are 6, 3, 2, 4, and 5. Since the grunts have a shooting skill of 4+, there are 3 hits. The alien player now rolls 3 armor saves. These particular aliens have an armor value of 6+ but they are in light cover behind some bushes improving their Armor Value to 5+. The results are 6, 3, and 4. Two armor saves were failed and so two aliens are removed from the board. When Imperial player is finished shooting with all of his units, play will pass to the Alien player and she will be able to fire back. Combat: In the Combat Phase, close quarters combat is resolved. A model is considered to be in combat when it is in base to base contact with an enemy model or when it is part of unit that has at least one model in base to base contact with a least one enemy model. Combats involving multiple units can be divided into separate combats. For example: If a unit is engaged in combat with two enemy units and a friendly unit charges one of the enemy units, the combat will be divided so that instead of a two on one fight, we now have two one on one fights. In big messy combats involving a large number of units, the player who won the initiative has the final say on how combats are divided. Once any combats have been divided, the player who won initiative for the turn gets to decide the order in which combats are resolved. There is rarely any advantage to this, however, other than the ability to save the most dramatic battle for last. To resolve a combat, each player rolls 2D6 and adds the majority fighting skill of his or her units that are involved in the combat (if 3 models have an F of 3 and 1 model has an F of 4, 3 is the majority and is what will be added to the roll). The total is referred to as the unit s combat score. The unit that rolled the highest combat score has won the combat (ties are rerolled). The winning unit hits the losing unit a number of times equal to their highest fighting skill (even if it is not the majority) added to the difference between the combat scores and the losing side must attempt that many armor saves. The losing side is not completely without recourse, however. The winning side also takes a number of hits equal to the losing side s lowest fighting skill. It is also possible to score a critical hit by rolling double 6s. If a critical hit is scored, the losing side takes a number of hits equal to the winning side s total combat score. In combats that involve multiple units per side, each unit contributes its majority fighting skill to the number of hits that the loser takes. Multiple units are considered as one when determining who wins the fight but each additional unit add to the total number of hits that the loser must take. Combats continue into the next turn unless all of the units from one side have been killed. End: During the end phase, players check for victory, units recover from pinning, take suppression tests, have a chance to rally, and can attempt to bring on as reinforcements any units that have not yet deployed.

Jonathan Sherer 9/10/2015 4 Depending on the scenario that is being played, there will be various victory conditions that can be met. This will not into play in every game, but (for instance) a scenario states that the game ends when a model escapes from the board or defuses a bomb, the beginning of the end phase is the time to check for that and end the game if the condition has been met. A unit must take a suppression test if it has come under fire (even if no casualties were taken or hits scored) during the shooting phase or engaged in combat during the combat phase. To take a suppression test for a unit, roll 3D6 and compare the value of each die to the highest quality score in the unit. A roll less than the highest quality score is a success and a roll greater than or equal to the highest quality score is a failure. 3 successes means the unit has passed the suppression test and suffers no ill effects. 2 successes means that the unit is shaken. For every shaken unit, a player must subtract 1 from his or her initiative roll at the beginning of the next turn. 1 success means that the unit is pinned. A pinned unit can only move half distance during their next movement phase and counts their shooting and fighting skills as 1 worse (shoot of 3+ becomes 4+ and fight of 3 becomes 2) during the following shoot and combat phases. A pinned unit recovers during the following end phase and may behave as normal. 0 successes means that the unit is broken. A broken unit must immediately move its maximum movement towards the nearest board edge. If the path to the nearest board edge is obstructed by enemy forces, the unit must look in the direction of the next nearest board edge and so on until if finds a path that does not bring it in contact with the enemy. If no safe path exists, the unit is immediately removed. Fleeing units cannot act other than to defend themselves in combat and must make a maximum move towards the board edge during each end phase until they exit the board and are removed or until they are rallied. Fleeing heroes can attempt to rally themselves and their units. If, at any point during the game, a unit has lost more than half of its models, it must take suppression tests on only 2D6 for the rest of the game. Rallying is a Valorous Action and will be covered later. This is the only phase of the turn in which a hero can attempt to rally. At the end of the end phase, reinforcements can be brought in from off the board. The specifics of reinforcement will be covered either in a unit s special rules or in a scenario special rule. After all of these sub-steps have been completed, the turn is over and a new turn will begin with the players rolling for initiative.

Jonathan Sherer 9/10/2015 5 Heroes Heroes are special characters that have Valor, Grit, and Luck points. These special stats represent a finite store of points that can be used to take special actions unique to heroes. It is up to the player to decide when to use a precious point and when to save them for later. Their higher quality scores are also able to keep regular troops from being affected by negative morale conditions as easily. Valor: Valor points have two functions. They allow a hero to adjust die rolls and to take valorous actions. The first is also the simplest. Any time a hero or his unit rolls a die the player can spend valor points to adjust (positively or negatively) the die roll by 1 per valor point spent. This means, for example, that a hero rolling to win a combat during the combat phase could spend 1 point to increase the score by 1 or 2 points to increase the score by 2. Valor points can also be used to adjust an enemy s armor rolls. Valor points also allow heroes to perform Valorous Actions. There are 4 valorous action one for each phase of the turn. Valorous Move This action allows the hero s unit to move before any other unit during the movement phase. If his opponent wins the initiative roll, a player can use a valorous move to allow his hero s unit to move out of turn. Valorous Shoot This action allows the hero s unit to shoot before any other unit it the shooting phase. Valorous Combat This action allows a hero s unit to resolve their combat first in the combat phase. Additionally, if all of the enemies participating in the combat are slain, the hero s unit (and any other friendly units involved in the combat) can make a full move before any other combats are resolved. This move can be used to enter another combat. Rally The hero can choose any unit within 8 inches (including his own) and remove any negative morale effect from it. Keep in mind that for every die adjustment and valorous action a hero takes, 1 valor point is expended. Once expended, valor points are gone for the rest of the game so players must think very carefully about how and when to use them. Additionally, if there are conflicting valorous actions (if both players call a valorous move, for example), the players should roll a die to decide who can take the action first. Grit: Grit points can be used to cast powers, resist powers, and to adjust die rolls during suppression tests. To cast a power, the hero must decide how many grit points to spend. For each grit point spent, the hero may roll 1 power die against the power s difficulty. A power needs only 1 success to be cast successfully. Resisting a power works much the same way. If a hero s unit is being targeted by a power, the hero can roll 1 resist die against the power s difficulty for each grit point spent. A successful resist roll cancels out a single successful casting roll. Grit points can also be used like valor points to adjust die rolls during suppression tests (but at no other time). Luck: Luck points can be spent after a hero has failed his armor roll as a final save against death (or wounding). For each luck point spent, the player may roll a die. On a 4+, the wound is cancelled as if the hero had succeeded his armor roll. A player does not have to decide to use multiple luck points all at once. He can wait to see if a luck roll succeeds or fails before deciding whether to spend another one.

Jonathan Sherer 9/10/2015 6 Profiles Space Marine 4 3+ 1 4 3+ - - - Space Marine Sergeant 5 3+ 1 5 3+ 2 1 1 Chaos Marine 4 3+ 1 4 3+ - - - Chaos Marine Champion 5 3+ 1 5 3+ 2 1 1 Cultist 3 4+ 1 3 5+ - - - Cultist Champion 4 4+ 1 4 5+ 1 1 1 Ork 5 5+ 1 3 5+ - - - Grot 2 4+ 1 2 6+ - - - Plague Marine 4 3+ 1 4 3+ - - - Plague Champion 5 3+ 1 4 3+ 2 1 2 Battle Sister 3 3+ 1 4 3+ - - - Sister Superior 4 3+ 1 5 3+ 1 2 1 Imperial Army Sergeant 4 4+ 1 4 5+ 1 1 1 Imperial Army Grunt 3 4+ 1 3 5+ - - - Ork Nob 6 5+ 1 4 5+ 1 1 1