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Armies come in all shapes and sizes, with unique strengths and weaknesses, but to test a general’s mettle as a commander, there needs to be a level playing field. This is the goal of matched play.

Matched play games give you the option to fight battles with armies that are intentionally balanced against one another, allowing you to test not only your tactical skill on the battlefield, but also your strategic ability to choose an army that can defeat all opponents!

There are several ways to choose an army for matched play games. Typically, you and your opponent will build an army to an agreed points limit, but you could instead, for example, build armies that have a set number of units. Alternatively, you could use the Wounds characteristic or the Power Rating of each unit, either setting an upper limit for each unit or a fixed total for both armies. These are just a few examples of ways you can organise an army for matched play games – you and your opponent can use any system you like, as long as you both agree.

Forging an army for matched play is a more detailed process than it is for open and narrative games. Firstly, it involves a conversation between you and your opponent in which you decide on the parameters of the battle. Whatever your chosen method of army selection, there will be some calculations to make as you select your forces to your agreed limits. Finally, you will need to organise your army into Detachments, as all matched play games use the Battle-forged army rules. This is very straightforward and a fun process in its own right. It also means that, in matched play games, the game has essentially started before the first miniature is set up on the battlefield. Your knowledge of the units available to you and the wargear they use will be pivotal in this armyselection process, and knowledge of your opponent’s force can be just as important. Which combinations of units work best may not be obvious at first, but once you’ve played a few games, you will find the balance that works best for you.

When using Battle-forged armies, most Detachments will grant you Command Points. These grant access to Stratagems, powerful tools that you can use to turn the tide of battle.

This section includes six Eternal War and six Maelstrom of War, which are designed to be played as part of matched play battles – the former use fixed ways of scoring victory points, the latter use dynamic Tactical Objectives which reflect changing orders. Unlike the missions presented in the narrative play section, where either the attacker or defender might have a slight advantage, in matched play missions both players share the same goal, providing them with an even chance of achieving victory.

There are several benefits to matched play. A battle between armies that are equally balanced makes for a decisive test of your strategic acumen, and the outcome of such a clash will always be hard to predict. Once you have settled on an army configuration, you essentially have a pick-up-and-play force that you can bring to any table, against any opponent, and there’s no need to agree on the setting and story of a battle as you would in a narrative play game. Matched play is ideal for school leagues and tournaments, as it provides clear guidelines on the size and strength of the armies taking part, as well as ensuring that all battles are as fair as they can be. Also, putting limits on an army makes it easier to control how long a game will last, and as such, matched play is perfect for a quick game in your local hobby store. Some tournaments or events apply extra rules which may affect the armies you can choose, creating new challenges for players. For example, they might limit Battle-forged armies to three Detachments, or introduce exclusive new Detachments for you to use.

The following pages offer more details on assembling matched play armies and playing matched play battles. But however enjoyable it is to design a perfect army, a true general will only be satisfied after their force has sallied forth and proven its worth on the battlefield. Matched play beckons – and glory awaits!

Choose Armies

The rules presented here are designed so that the opposing armies used in a matched play game have as equal a chance of winning as possible. Mustering an army for matched play is therefore a more detailed affair than it is for open play or narrative play style gaming.

When choosing an army for a matched play game, your army must be Battle-forged and its total points value cannot exceed the limit set for your game.

Army Faction

All of the units in a matched play army, with the exception of those that are UNALIGNED, must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS), even though they may be in different Detachments.

Points Limit

In a matched play game, you will need to determine with your opponent the points limit for your game. Usually, both players will use the same limit, but this does not need to be the case.

To use a points limit, you will need to reference the points values, which are found in a number of Warhammer 40,000 publications, such as codexes. In these you will find the points costs for every model and weapon described in that book. Simply add up the points values of all the models and weapons in your army, and make sure the total does not exceed the agreed limit for the game.

Reinforcement Points

Sometimes a psychic power or ability will allow you to add units to your army, or replace units that have been destroyed. One of the most common examples of such an ability might allow you to summon a unit of DAEMONS to the battlefield. In a matched play game, you must set aside some of your points in order to use these units. The points you set aside are called your reinforcement points, and need to be recorded on your army roster (see below).

Each time a unit is added to an army during battle, you must first subtract the number of points the unit would cost from your pool of reinforcement points. If there are not enough points in the pool to pay for the unit, you must either decrease the size of the unit (down to the minimum unit size) or the number of upgrades until you have enough points for it, or decide not to use it after all. If you decide not to use the unit, then the ability or psychic power that allowed you to take it in the first place is still considered to have been used, even though no unit actually arrived.

Army Roster

Once you have picked your army, record the details of it on a piece of paper (called your army roster). The roster must include the units in your army, details of the upgrades they have, and must also say which unit in the army will be the army’s Warlord.

Battle Brothers

All of the units in each Detachment in your Battle-forged army must have at least one Faction keyword in common. In addition, this keyword cannot be CHAOS, IMPERIUM, AELDARI, YNNARI or TYRANIDS, unless the Detachment in question is a Fortification Network. This has no effect on your Army Faction.

Organised Events

If you are using matched play for an organised event such as a tournament, we suggest using the table below. As well as a helpful guide to the size of the battlefield and game length, the number of Detachments each player can take in their army is restricted, as is the number of times a player’s army can include a particular datasheet. Of course, if you are organising such an event, you should feel free to modify these guidelines to better suit your event’s own needs, schedule, etc. You can only include the same datasheet in a Battle-forged army up to a maximum number of times, depending upon the points limit for that game, as described below.

ORGANISED EVENT GUIDELINES
POINTS LIMITNUMBER OF DETACHMENTSNUMBER OF TIMES EACH
DATASHEET CAN BE INCLUDED*
BATTLEFIELD SIZEGAME LENGTH
Up to 1,000Up to 2 per armyUp to 2 per army4' x 4'Up to 2 hours
1,001-2,000Up to 3 per armyUp to 3 per army6' x 4'2 to 3 hours
2,001-3,000Up to 4 per armyUp to 4 per army8' x 4'3 or more hours

* This does not apply to units with the Troops or Dedicated Transport Battlefield Role, nor does it apply to any units that are added to your army during the battle that cost reinforcement points.

Choose Mission

The only thing that remains to be done is to choose the mission you will use for the game. We have included two sets of matched play missions in this book: six Eternal War missions, and six Maelstrom of War missions. Each set has been devised to present different tactical challenges.

Matched play games use missions. You can simply agree with your opponent which set of matched play missions you wish to use, or you can roll off, and whoever rolls highest can choose which set to use.

Most matched play missions come in sets of six. Having picked the set you wish to use, you can either select one of the six missions, or roll a dice to randomly select one by using the appropriate table:


Objective Markers

Many missions use objective markers – these represent sites of tactical or strategic import that both sides are attempting to secure. These can be represented by any appropriate markers, pieces of terrain or spare models that you have available, but nicely modelled bespoke ones are the most satisfying to use on your battlefield. When measuring distances involving objective markers, always measure to and from the centre of the marker.

Sudden Death

Generally a game will not finish before the agreed turn limit. However, it is possible to achieve a ‘sudden death’ victory in the following circumstances:
  1. If one player concedes the battle, the game ends immediately and a crushing victory goes to their opponent.
  2. If at the end of any turn after the first battle round, one player has no models on the battlefield, the game ends immediately and their opponent automatically wins a crushing victory. When determining if a player has any units on the battlefield, do not include any units with the Flyer Battlefield Role – these units cannot operate within a combat airspace indefinitely and they cannot hold territory without ground support. Furthermore, do not include any units with the Fortification Battlefield Role unless they have a unit embarked inside – even the most formidable bastion requires a garrison if it is to pose a threat.

Matched Play Mission Rules

The following three special rules apply to all matched play games:

Psychic Focus

With the exception of Smite, each psychic power can be attempted only once per turn, rather than once per psyker per turn. In addition, unless the psyker attempting to manifest Smite has either the Brotherhood of Psykers (see Codex: Grey Knights) or Brotherhood of Sorcerers ability (see Codex: Thousand Sons), you must add 1 to the warp charge value of Smite for each attempt (whether successful or not) that has been made to manifest Smite during a given Psychic phase, to a maximum warp charge value of 11.

For example, if an ORK psyker attempts to manifest Smite during a Psychic phase in which two other psykers have already attempted to manifest Smite, then the warp charge value of Smite is 7 for that attempt (note that if the result of the psyker’s Psychic test is more than 10, it still inflicts D6 mortal wounds instead of D3 as normal).

Strategic Discipline

The same Stratagem cannot be used by the same player more than once during any single phase. This does not affect Stratagems that are not used during a phase, such as those used ‘before the battle begins’ or ‘at the end of a battle round’.

Tactical Reserves

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in Reserve, etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, even if every unit in your army has an ability that would allow them to be set up elsewhere. Furthermore, in matched play games, any unit that has not arrived on the battlefield by the end of the third battle round counts as having been destroyed.

Standard Deployment Maps

These six standard deployment maps are referenced in the matched play missions in this section. When playing matched play missions, you must randomly select one of these deployment maps. To do so, one of the players simply rolls a D6 – you then use the deployment map that corresponds to the result. The mission will typically say which player makes this roll – if not, it is made by the youngest player.


1. Spearhead Assault


2. Dawn of War


3. Search and Destroy


4. Hammer and Anvil


5. Front-line Assault


6. Vanguard Strike


Eternal War Missions


Retrieval Mission

The battlefield is strewn with discarded equipment, supplies and other detritus of war that, for various reasons, you wish to recover. You must fight off the enemy while scouring the field to retrieve as many of these vital objectives as you can.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players set up 4 objective markers; the players should roll off and, starting with whoever rolls highest, the players alternate placing these objective markers until all 4 have been set up. The objective markers can be located anywhere on the battlefield, as long as the centre of each is more than 12" from the centre of any other objective marker and 6" from the edge of the battlefield.

DEPLOYMENT
The player who placed the fourth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:

Take and Hold: At the end of the game, each objective marker is worth 3 victory points to the player who controls it. A player controls an objective marker if they have more models within 3" of the centre of it than their opponent.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

No Mercy

In a harsh and war-torn galaxy, there are many battles where there is only one goal – find your enemy, crush them utterly and take away their means to mount further resistance. Your mission is simple: kill as many enemy units as you can!

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain.

DEPLOYMENT
The players roll off – whoever rolls highest determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:

No Quarter Given: Each player scores 1 victory point for each enemy unit that is destroyed.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point. This is in addition to the 1 victory point you score for each destroyed enemy unit.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

The Scouring

Both sides are sweeping through the area, tasking recon units to identify sites of strategic import. However, not all sites are of equal worth – victory will go to the player who can secure the most valuable sites and cripple the enemy’s ability to locate others.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players set up 6 objective markers; the players should roll off and, starting with whoever rolls highest, the players alternate placing these objective markers until all 6 have been set up. The objective markers can be located anywhere on the battlefield, as long as the centre of each is more than 12" from the centre of any other objective marker and 6" from the edge of the battlefield.

DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

After all units have been set up, randomly select one of the objective markers, however you wish, to be the Superior objective marker, and a different objective marker to be the Inferior objective marker (see Take and Hold, right).

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:

Take and Hold: At the end of the game, each objective marker is worth a number of victory points to the player who controls it. A player controls an objective marker if they have more models within 3" of the centre of it than their opponent does. The Superior objective marker is worth 4 victory points, whilst the Inferior objective marker is only worth 1 victory point. All other objective markers are worth 2 victory points.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Big Guns Never Tire

Both sides are attempting to secure a foothold in no man’s land, spearheading the attack with overwhelming firepower. For the attack to be successful, your big guns must take up key positions on the battlefield and crush the enemy’s heaviest weaponry.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players set up 4 objective markers; the players should roll off and, starting with whoever rolls highest, the players alternate placing these objective markers until all 4 have been set up. The objective markers can be located anywhere on the battlefield, as long as the centre of each is more than 12" from the centre of any other objective marker and 6" from the edge of the battlefield.

DEPLOYMENT
The player who placed the fourth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:

Key Positions: At the end of the game, each objective marker is worth 3 victory points to the player who controls it. A player controls an objective marker if they have more models within 3" of the centre of it than their opponent. However, if only one player has models from a Heavy Support unit within 3" of the centre of an objective marker, they control it regardless of the number of nearby enemy models.

Destroy the Big Guns: At the end of the game, each player receives 1 victory point for each enemy Heavy Support unit that has been completely destroyed.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point. Should the Warlord be a Heavy Support unit, this is in addition to the 1 victory point you score from Destroy the Big Guns.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Secure and Control

Both sides are attempting to capture the enemy base of operations or other similarly vital objective whilst defending their own. Success on the battlefield will require you to split your army into offensive and defensive forces.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain.

DEPLOYMENT
The players roll off – whoever rolls highest determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

Then, starting with the player who chose their deployment zone, each player sets up a single objective marker anywhere in their own deployment zone – the centre of an objective marker cannot be within 6" of any edge of the battlefield.

The players then alternate deploying their units, one at a time, starting with the player who set up their objective marker last. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. Victory points are achieved for the following:

Take and Hold: At the end of the game, each objective marker is worth 3 victory points to the player who controls it. A player controls an objective marker if they have more models within 3" of the centre of it than their opponent.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

The Relic

Both sides are attempting to recover a valuable relic from the front lines. It might be vital battle plans or maps, an item of spiritual significance or some other irreplaceable artefact that must be recovered – no matter the cost.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain, then place a single objective marker at the centre of the battlefield to represent the Relic.

DEPLOYMENT
The players roll off – whoever rolls highest determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the battle, if a model from a player’s army is carrying the Relic (see below), then that player wins a major victory. If the Relic is not being carried, then the player with a model closest to the Relic wins a minor victory. If both players have models equally close to the Relic, then the battle ends in a draw.

THE RELIC
An INFANTRY model can carry the Relic by moving into contact with it – that model then automatically picks it up. From that point, the Relic remains with the model (move the Relic with the model to show this) until it is dropped, which only happens if the model is slain or flees. A model with the Relic cannot embark in a TRANSPORT, leave the battlefield, or move further than 9" in any single phase for any reason.

Tactical Objectives

War is unpredictable and fluid. Strategic objectives and tactical priorities can change at a moment’s notice, and targets of military insignificance can transform into ones of vital importance without warning. A good battlefield commander must be dynamic and flexible, prepared to take advantage of an opportunity, and ever able to adapt their battleplan to react to a change of orders from above.


Using Tactical Objectives

A mission will tell you if it uses Tactical Objectives – they are most commonly used by Maelstrom of War missions. If it does, you will need to place 6 objective markers on the battlefield after setting up terrain, but before deploying any units. The objective markers should be individually numbered 1 through 6. These represent potential sites of tactical or strategic import that one or both sides might be called upon to secure. After terrain has been set up, the players should roll off. Starting with whoever rolled highest, the players then alternate placing these objective markers until all 6 have been set up. Each can be placed anywhere on the battlefield, as long as its centre is more than 12" from the centre of any other objective marker and more than 6" from the battlefield edge. Unless otherwise stated, a player controls an objective marker if they have more models within 3" of the centre of it than their opponent.

Generating Tactical Objectives

The mission will tell you how many Tactical Objectives you should generate at the start of each of your turns.

To generate a Tactical Objective, roll two dice, one after the other: the first dice represents tens, and the second represents digits, giving you a result between 11 and 66. Consult the Tactical Objectives on the following pages and write the corresponding result down. Note that unless the mission states otherwise, the results are not secret; both players should be able to see what Tactical Objectives the other has.

If you own a deck of Tactical Objective cards, you can instead generate your Tactical Objectives by shuffling the deck and drawing the top card. The cards you have drawn should be kept face up, so your opponent can see which Tactical Objectives you have generated, unless the mission you are playing instructs you otherwise.

Note that, whilst there are several Tactical Objectives with the same name, they are all uniquely numbered. When generating Tactical Objectives, keep a note of the numbers you rolled during the game – if you roll the same numbered Tactical Objective during the same game, roll again until a different number is generated.

Tactical Objectives that have been generated are said to be active until they are either achieved or discarded.

Stratagems

If the mission uses Tactical Objectives, a player can use Command Points (CPs) to use the following bonus Stratagem:


2CP

NEW ORDERS

Stratagem

Use this Stratagem after generating your Tactical Objectives at the start of your turn. Immediately discard a Tactical Objective and generate a new one.


Achieving Tactical Objectives

At the end of every turn (yours and the enemy’s), you must check to see if you have achieved any of your active Tactical Objectives – the descriptions will tell you how and when they are achieved and how many victory points are scored for achieving them. If you can achieve a Tactical Objective at the end of a turn, you must immediately score the victory points for it – you cannot choose not to do so. Players can achieve any number of their Tactical Objectives in the same turn.

Many Tactical Objectives require a player to control an objective marker. A player controls an objective marker if they have more models within 3" of the centre of it than their opponent does.

Discarding Tactical Objectives

Once a Tactical Objective has been achieved, it is discarded. After the achieved Tactical Objectives (if any) have been discarded, the player whose turn it is can select one of their remaining active Tactical Objectives and choose to discard it – this scores no victory points. Discarded Tactical Objectives cease being active and you cannot generate or achieve these objectives for the remainder of the game.

11
SECURE OBJECTIVE 1
Capture and Control

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 1 at the end of your turn.

12
SECURE OBJECTIVE 2
Capture and Control

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 2 at the end of your turn.

13
SECURE OBJECTIVE 3
Capture and Control

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 3 at the end of your turn.

14
SECURE OBJECTIVE 4
Capture and Control

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 4 at the end of your turn.

15
SECURE OBJECTIVE 5
Capture and Control

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 5 at the end of your turn.

16
SECURE OBJECTIVE 6
Capture and Control

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 6 at the end of your turn.

21
SECURE OBJECTIVE 1
Take and Hold

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 1 at the end of your turn.

22
SECURE OBJECTIVE 2
Take and Hold

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 2 at the end of your turn.

23
SECURE OBJECTIVE 3
Take and Hold

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 3 at the end of your turn.

24
SECURE OBJECTIVE 4
Take and Hold

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 4 at the end of your turn.

25
SECURE OBJECTIVE 5
Take and Hold

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 5 at the end of your turn.

26
SECURE OBJECTIVE 6
Take and Hold

A vital objective has been identified in your vicinity. You are ordered to hold it at any cost.

Score 1 victory point if you control objective marker 6 at the end of your turn.

31
DEFEND OBJECTIVE 1
Storm and Defend

You are charged with the defence of a key objective. It must not be permitted to fall into enemy hands.

Score 2 victory points if you control objective marker 1 at the end of two consecutive turns.

32
DEFEND OBJECTIVE 2
Storm and Defend

You are charged with the defence of a key objective. It must not be permitted to fall into enemy hands.

Score 2 victory points if you control objective marker 2 at the end of two consecutive turns.

33
DEFEND OBJECTIVE 3
Storm and Defend

You are charged with the defence of a key objective. It must not be permitted to fall into enemy hands.

Score 2 victory points if you control objective marker 3 at the end of two consecutive turns.

34
DEFEND OBJECTIVE 4
Storm and Defend

You are charged with the defence of a key objective. It must not be permitted to fall into enemy hands.

Score 2 victory points if you control objective marker 4 at the end of two consecutive turns.

35
DEFEND OBJECTIVE 5
Storm and Defend

You are charged with the defence of a key objective. It must not be permitted to fall into enemy hands.

Score 2 victory points if you control objective marker 5 at the end of two consecutive turns.

36
DEFEND OBJECTIVE 6
Storm and Defend

You are charged with the defence of a key objective. It must not be permitted to fall into enemy hands.

Score 2 victory points if you control objective marker 6 at the end of two consecutive turns.

41
ADVANCE
Seize Ground

You must advance swiftly into no man’s land to prevent your opponent seizing the battlefield.

Score 1 victory point if no unit from your army is within your deployment zone at the end of your turn.

42
BEHIND ENEMY LINES
Seize Ground

Break through the foe’s army and cut off their lines of escape.

Score 1 victory point if you have at least one unit completely within the enemy’s deployment zone at the end of your turn. If you have at least three units within your opponent’s deployment zone at the end of your turn, score D3 victory points instead.

43
HOLD THE LINE
Seize Ground

It is critical that no foe breaks through your defences. Maintain a strong rearguard to protect your supply lines.

Score 1 victory point if you have at least three units completely within your deployment zone, and your opponent has no models within your deployment zone, at the end of your turn. This objective cannot be achieved on your first turn.

44
MISSION CRITICAL OBJECTIVE
Seize Ground

This area is of extreme importance. You are to lead an immediate all-out assault to capture it.

When this Tactical Objective is generated, roll a D6. Score 1 victory point if you control the corresponding objective marker. If the corresponding objective marker was controlled by your opponent at the start of your turn and you control it at the end of your turn, score D3 victory points instead.

45
SUPREMACY
Seize Ground

The battleground is won one yard at a time. Continue to establish a strong military presence in the area.

Score D3 victory points if you control any three objective markers at the end of your turn.

46
DOMINATION
Seize Ground

Dominate the field of battle. Storm every site of tactical import and leave the foe with no place to hide.

Score D3+3 victory points if you control every objective marker on the battlefield at the end of your turn.

51
OVERWHELMING FIREPOWER
Purge

A show of strength is required. Scour the enemy from the face of the battlefield with the use of extreme firepower.

Score 1 victory point if an enemy unit was destroyed during the Shooting phase of your turn. If 3 or more enemy units were destroyed during the Shooting phase of your turn, score D3 victory points instead.

52
BLOOD AND GUTS
Purge

Close with the foe and engage them in hand-to-hand combat. Show them no quarter, no mercy.

Score 1 victory point if an enemy unit was destroyed during the Fight phase of this turn. If 3 or more enemy units were destroyed during the Fight phase of this turn, score D3 victory points instead.

53
NO PRISONERS
Purge

Exterminate your enemy, show them no mercy.

Score 1 victory point if an enemy unit was destroyed during your turn. If between 3 and 5 enemy units were destroyed during your turn, score D3 victory points instead. If 6 or more enemy units were destroyed during your turn, score D3+3 victory points instead.

54
AREA DENIAL
Purge

It is critical that this area is dominated. No enemy vanguard or guerilla units can be allowed to disrupt our plans.

Score 1 victory point if there are no enemy models within 6" of the centre of the battlefield at the end of your turn. If there are no enemy models within 12" of the centre of the battlefield at the end of your turn, score D3 victory points instead.

55
PSYCHOLOGICAL WARFARE
Purge

Break the enemy’s morale, make your foes tremble before you.

Score 1 victory point if your opponent failed a Morale test during this turn. If your opponent failed 3 or more Morale tests, score D3 victory points instead.

56
MASTER THE WARP
Purge

Desperate times call for desperate measures – harness the power of the warp to defeat your foes.

Score 1 victory point if you manifested or denied a psychic power during this turn. If you manifested or denied 3 or more psychic powers, score D3 victory points instead.

61
KINGSLAYER
Annihilation

The enemy commander is a powerful and effective leader and should be slain as quickly as possible.

Score D3 victory points if your opponent’s Warlord has been destroyed during this or any previous turn.

62
WITCH HUNTER
Annihilation

The presence of enemy psykers can no longer be tolerated. Eliminate them with extreme prejudice.

Score 1 victory point if at least one enemy PSYKER was destroyed during this turn.

63
SCOUR THE SKIES
Annihilation

It is vital to maintain air superiority.

Score 1 victory point if at least one enemy unit that can FLY was destroyed during this turn.

64
ASSASSINATE
Annihilation

The enemy looks to their champions for courage. Identify and assassinate them.

Score 1 victory point if at least one enemy CHARACTER was destroyed during this turn. If 3 or more enemy CHARACTERS were destroyed during this turn, score D3 victory points instead.

65
BIG GAME HUNTER
Annihilation

The larger the foe, the greater the glory…

Score 1 victory point if at least one enemy unit with a Wounds characteristic of 10 or more was destroyed during this turn. If at least one enemy unit with a Wounds characteristic of 20 or more was destroyed this turn, score D3 victory points instead.

66
PRIORITY ORDERS RECEIVED
Priority Order

This mission is of the utmost importance, and cannot be entrusted to anyone else.

When this Tactical Objective is generated, immediately generate a bonus Tactical Objective – this does not count towards the number of Active Tactical Objectives you currently have in play. Your Warlord is the only unit that can be used to achieve the bonus Tactical Objective – they must be the only unit used to control an objective marker, the unit that destroys the last model in an enemy unit, and so on. If you achieve this, you score both the number of victory points stated on the bonus Tactical Objective and an additional 3 victory points. If this Tactical Objective is discarded, so too is the bonus Tactical Objective.


Maelstrom of War Missions


Cleanse and Capture

The evidence of war can be clearly seen all across the battlefield as the wounded cry for aid and vital resources are at risk of falling into enemy hands. Search for and recover these artefacts at all costs and eliminate any enemy forces that dare oppose you.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players should place 6 objective markers as detailed here: Using Tactical Objectives.

DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

TACTICAL OBJECTIVES
This mission uses Tactical Objectives. If, at the start of a player’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Contact Lost

All contact with command has been lost and the enemy are doubtless advancing towards your position. Secure sites of tactical import to re-establish communications with all due haste and engage any hostile forces encountered with extreme prejudice.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players should place 6 objective markers, as detailed here: Using Tactical Objectives.

DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone. The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following Stratagem:


3CP

TEMPORARY COMMS UPLINK

Stratagem

Provided you have fewer than 6 active Tactical Objectives, you can use this Stratagem to immediately generate 1 extra Tactical Objective.





FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

TACTICAL OBJECTIVES
This mission uses Tactical Objectives. Each player generates 1 Tactical Objective at the start of their first turn. In subsequent turns, if a player has fewer than 6 active Tactical Objectives, they must generate 1 Tactical Objective for each objective marker they control (to a maximum of 6 active Tactical Objectives).

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Tactical Escalation

What began as a simple raid has long since escalated into full-blown battle, as both sides commit more and more forces to the fray. With every moment that passes, more combatants engage the enemy and another mission-critical target is identified.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players should place 6 objective markers, as detailed here: Using Tactical Objectives.

DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

TACTICAL OBJECTIVES
This mission uses Tactical Objectives. If, at the start of a player’s turn, they have fewer active Tactical Objectives than the current battle round number, they must generate Tactical Objectives until they have a number equal to the current battle round number.

TACTICAL PRIORITY
At the start of the first battle round, but before the first turn begins, each player nominates a single Tactical Objective type (e.g. Take and Hold). You score an additional victory point for each Tactical Objective of that type you achieve. However, you lose a victory point each time you discard a Tactical Objective of that type.

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:

Mission Priorities: If, at the end of the game, one player has achieved more Tactical Objectives of their nominated type (see TACTICAL PRIORITY, above) than their opponent has of their own nominated type, that player receives 1 additional victory point.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Spoils of War

A vital resupply convoy has been intercepted and its cargo lost in the deserted ground of no man’s land. You must reclaim these spoils of war before the enemy can reach them, whilst inflicting as much damage upon the foe as possible.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players should place 6 objective markers, as detailed here: Using Tactical Objectives.

DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

TACTICAL OBJECTIVES
This mission uses Tactical Objectives. If, at the start of a player’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

PRECIOUS CARGO
In this mission, both players can achieve any active Tactical Objective titled ‘Secure Objective X’, where X is a number between 1 and 6, regardless of which player generated it. In addition, these Tactical Objectives can only be discarded when achieved.

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:

Steal the Loot: If, at the end of the game, one player has achieved more ‘Secure Objective X’ Tactical Objectives (see PRECIOUS CARGO, above) than their opponent has, that player receives 1 additional victory point.

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Cloak and Shadows

Enemy patrols are operating in this area, searching the battlefield for some critical objectives. Scout the area under cover of darkness and discover their plans, but be sure not to reveal your own goals. If you can deny the enemy’s objectives whilst achieving yours, victory will be assured.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players should place 6 objective markers, as detailed here: Using Tactical Objectives.

DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

TACTICAL OBJECTIVES
This mission uses Tactical Objectives. If, at the start of a player’s turn, they have fewer than 3 active Tactical Objectives, they must generate Tactical Objectives until they have 3.

SECRET ORDERS
In this mission, players keep their Tactical Objectives secret from each other. Only reveal Tactical Objectives when achieving them.

COVER OF DARKNESS
When rolling to hit in the Shooting phase, subtract 1 from the roll if the target is more than 18" away.
STRATAGEMS
In this mission, players can use Command Points (CPs) to use the following Stratagem:


1CP

FLARES

Stratagem

Select an enemy unit. For the duration of your turn, your units can shoot at that unit without penalty from COVER OF DARKNESS.


BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

Deadlock

Months of bitter fighting have ended in a deadlock, but a fleeting opportunity has arisen for you to strike a devastating blow against the enemy to tip the balance of the war. Strike hard and fast, for with every moment you delay, your tactical options dwindle and the chance for victory slips away.

THE ARMIES
Each player selects a Battle-forged army to an agreed points limit.

THE BATTLEFIELD
Create the battlefield and set up terrain. Next, the players should place 6 objective markers, as detailed here: Using Tactical Objectives.

DEPLOYMENT
The player who placed the sixth objective marker determines which of the standard deployment maps is used in the battle and picks one of the deployment zones on the map for their army. Their opponent uses the other deployment zone.

The players then alternate deploying their units, one at a time, starting with the player who did not pick their deployment zone. A player’s models must be set up wholly within their own deployment zone. Continue setting up units until both sides have set up their army.

FIRST TURN
The player who finished setting up their army first can choose to take the first or second turn. If they decide to take the first turn, their opponent can roll a dice; on a roll of 6, they manage to seize the initiative, and they get the first turn instead!

TACTICAL OBJECTIVES
This mission uses Tactical Objectives. Each player generates 6 Tactical Objectives at the start of their first turn. In the second battle round, players may have 5 active Tactical Objectives, in the third battle round they may have 4, and so on. If a player has too many active Tactical Objectives at the start of their turn, they must discard Tactical Objectives until they have the correct number. If a player has fewer than the correct number of Tactical Objectives at the start of their turn, they must generate Tactical Objectives until they have the correct number.

BATTLE LENGTH
At the end of battle round 5, the player who had the first turn must roll a D6. On a roll of 3+, the game continues, otherwise the game is over. At the end of battle round 6, the player who had the second turn must roll a D6. This time the game continues on a roll of 4+, otherwise the game is over. The battle automatically ends at the end of battle round 7.

STRATEGIC DEADLOCK
From the start of the third battle round, the Command Point cost of all Stratagems used by players is doubled.

VICTORY CONDITIONS
At the end of the game, the player who has scored the most victory points is the winner. If both players have the same number of victory points, the game is a draw. In addition to achieving Tactical Objectives, victory points are achieved for the following:

Slay the Warlord: If the enemy Warlord has been slain during the battle, you score 1 victory point.

First Blood: The first unit, of any kind, to be destroyed during the battle is worth 1 victory point to the opposing player at the end of the game. If two or more units from opposing forces are destroyed simultaneously, then both players get 1 victory point.

Linebreaker: If, at the end of the battle, you have at least one model within the enemy’s deployment zone, you score 1 victory point.

The profiles using AELDARI keyword can be found in following Factions:

Aeldari: Craftworlds, Drukhari, Harlequins, Ynnari.

The AELDARI keyword is used in following datasheets:

Fortifications
Dedicated Transport
Heavy Support
Troops
• Troupe
Dedicated Transport
Fast Attack
Flyers

and others...

The TYRANIDS keyword is used in following Tyranids datasheets:

Roll-offs
Some rules instruct players to roll off. To do so, both players roll a D6, and whoever scores highest wins the roll-off. In the case of a tie, both players re-roll their D6; this is the only time players can reroll a re-roll – if the second and subsequent rolls are also tied, keep on rolling until a winner is decided.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Invulnerable Saves
Some models possess supernatural reflexes or are protected by force fields that grant them an invulnerable save. Each time a wound is allocated to a model with an invulnerable save, you can choose to use either its normal Save characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Psychic Test
A psyker can attempt to manifest a psychic power they know by taking a Psychic test. To do so, roll 2D6. If the total is equal to or greater than that power’s warp charge value, the power is successfully manifested. A psyker cannot attempt to manifest the same psychic power more than once in a turn.
Smite
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

The PSYKER keyword is used in following Craftworlds datasheets:

HQ
• Farseer
• Warlock
Flyers
Elites
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Deny the Witch Test
A psyker can attempt to resist a psychic power that has been manifested by an enemy model within 24" by taking a Deny the Witch test – this takes place immediately, even though it is not your turn. To do so, roll 2D6. If the total is greater than the result of the Psychic test that manifested the power, it has been resisted and its effects are negated. Only one attempt to deny each successfully manifested psychic power can be made each turn, regardless of the number of psykers you have within 24" of the enemy model manifesting the psychic power.
Psyker
Some models are noted as being a Psyker on their datasheet. Psykers can manifest their otherworldly abilities and attempt to deny enemy sorceries. The powers a psyker knows, and the number of powers they can attempt to manifest or deny each Psychic phase, are detailed on their datasheet.
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
© Vyacheslav Maltsev 2013-2018