OPEN WAR

Open War is a mission generator that uses decks of cards to determine your game of Warhammer 40,000. The Objective and Sudden Death decks tell you what you must do in order to win the battle, the Deployment deck shows you where to deploy your models and the Twist and Ruse decks apply special rules to your battle. To generate an Open War mission, follow the instructions below.

Alternatively, you may use Mission Generator below.

The Armies

Each player musters an army from the miniatures in their collection. They can either discuss amongst themselves which models would work best, or they can use Power Ratings or points values as guidance.

The Battlefield

Create the battlefield. If both players have smaller armies (equal to or less than 50 Power Level or 1,000 points), the minimum recommended battlefield size is 44"x30". If at least one player has a medium army (up to 100 Power Level or 2,000 points), the minimum recommended battlefield size is 44"x60". If at least one player has a large army (more than 100 Power Level or 2,000 points), the minimum recommended battlefield size is 44"x90" Then set up terrain features.

The players alternate setting up units from their army one at a time, starting with the Defender. A player’s models must be set up wholly within their deployment zone. If one player finishes deploying all their units, their opponent then deploys the remainder of their units.

First Turn

The players roll off. The winner declares whether they will take the first or second turn.

Battle Length

Unless otherwise specified, the battle automatically ends at the end of battle round 5.

Victory Conditions

Each Objective card specifies how to determine the winner of the battle.

Open War Cards

Separate the Open War cards into the following five decks: Objective deck, Deployment deck, Twist deck, Ruse deck, Sudden Death deck. Then draw cards as follows:

Objective: One player draws one card from the Objective deck. This card specifies what you must do to achieve victory in the battle. Most objectives will require players to set up one or more objective markers - this is explained later.

Deployment: One player draws one card from the Deployment deck. This card determines the available deployment zones for the battle.

Twist: One player draws one card from the Twist deck. This card presents a special rule that applies to both armies for the duration of the battle. It adds unusual circumstances and variety to your games that will require you to adapt your battle plan accordingly.

Ruse: If the players used Power Ratings or points values to muster their army, they compare the total for all the units in their army. If one player has a total that is greater, their opponent draws one card from the Ruse deck and keeps the card secret. This card details a cunning ploy that player can use during the battle. This card is only revealed if that player uses it.

Sudden Death: If the players used Power Ratings or points values to muster their army, they compare the total for all the units in their army. If one player has a total that is double or more, their opponent draws one card from the Sudden Death deck and keeps the card secret. This card outlines an additional victory condition available to that player that supersedes all other victory conditions. This card is only revealed if that player achieves its victory condition.

Designer’s Note: Open War offers a wide variety of missions through near endless combinations of cards. If players draw a particular combination they have played before, or if they feel the combmation doesn’t suit their intended battle, they should feel free to redraw any of the cards.

Objective Markers

The players should now set up any objective markers as specified on their Objective card, other than those for which there are instructions to set them up at a later point (e.g. after determining deployment zones).

Deployment

The players roll off and the winner decides who will be the Attacker and who will be the Defender. The Defender selects one of the deployment zones from the Deployment card for their army. The Attacker uses the other deployment zone.

Mission Generator

This is the mission generator, and it will generate a random game for you using rules described above. When you press the ‘Start New Game’ button, the Objective, Twist, Deployment, Ruse and Sudden Death cards are "drawn" as described in the Open War Cards section. Continue to follow provided mission rules using ‘Show’ () button over the Ruse and Sudden Death cards.

Note that:
  • If you accidentally close the browser or refresh the page your progress will be safe. It is saved in cookies of the browser on the current device.
  • You may reshuffle any of the cards according to Designer’s Note above using ‘Reshuffle’ () button.
Start New Game




Card Decks

Deployment deck

Deployment
Deployment
Deployment
Deployment
Deployment
Deployment
Deployment
Deployment
Deployment
Deployment
Deployment
Deployment

Objective deck

Objective
DOMINATION

Dominance on all fronts is required, a show of force so resolute that all will know your victory is inevitable.

The players roll off; starting with the winner, each player alternates placing objective markers until six have been set up. Each objective marker must be more than 6" away from the edge of the battlefield and more than 12" away from other objective markers.

At the end of each battle round, if more enemy units were destroyed from one player’s army during that battle round, their opponent scores 1 victory point. In addition, the player who controls the most objective markers at the end of each battle round scores 1 victory point. The player with the most victory points at the end of the battle is the winner.
Objective
INCISIVE ATTACK

Your forces must probe the enemy’s position to discover weak points in their line, whilst reacting to their advances and sending reinforcements where needed.

The players roll off; starting with the winner, each player alternates placing objective markers numbered 1-3 until three have been set up. Each objective marker must be more than 3" away from the edge of the battlefield, more than 9" away from other objective markers and not within a deployment zone.

At the start of the first battle round, one player randomly determines one objective marker to be active by rolling one D3. At the end of each battle round, each player scores 1 victory point for each objective marker they control, scoring 1 additional victory point if they control the objective marker that is active. The player with the most victory points at the end of the battle is the winner.
Objective
OBJECTIVE DROP

Hurtling down through the atmosphere comes a vital objective of great value. A supply drop or escape pod - whatever the case, it must be yours!

Place an objective marker in the centre of the battlefield. At the start of each battle round, the players roll off. The winner can move the objective marker 2D6".

Starting from the third battle round, a player scores 1 victory point if they control the objective marker at the end of their Command phase. In addition, a player scores 2 victory points if they control the objective marker at the end of the battle. The player with the most victory points at the end of the battle is the winner.
Objective
SEARCH AND SECURE

A key objective has been triangulated to this position, but its exact location still remains unclear. You must find it and secure it whilst preventing the enemy from doing the same.

The players roll off; starting with the winner, each player alternates placing objective markers numbered 1-6 until six have been set up. Each objective marker must be more than 6" away from the edge of the battlefield and more than 12" away from any other objective markers.

At the start of each battle round after the first, randomly select one objective marker on the battlefield by rolling one D6. Remove that objective marker from the battlefield. If the D6 rolled does not correspond to an objective marker on the battlefield, keep rolling until it does.

Each player scores 1 victory point for each objective marker they control at the end of their turn. The player with the most victory points at the end of the battle is the winner.
Objective
STAND OFF

Two forces have faced off for long enough. The time is nigh to strike out, claim this territory and seize victory.

Place one objective marker in the centre of the battlefield. After determining deployment zones, starting with the defender, each player places one objective marker within their deployment zone, more than 6" away from the edge of the battlefield.

At the end of each battle round, each player scores one victory point if they control the objective marker within their own deployment zone, two victory points if they control the objective marker in the centre of the battlefield and three victory points if they control the objective marker within their opponent’s deployment zone. The player with the most victory points at the end of the battle is the winner.
Objective
STORM THEIR LINES

Braving the guns of the enemy, courageous warriors must charge across no man’s land to overrun the enemy position, over the bodies of their fallen brethren.

After determining deployment zones, starting with the defender, each player alternates placing objective markers until six have been set up. Each objective marker must be within the deployment zone of the player placing it, more than 6" away from the edge of the battlefield and more than 9" away from any other objective markers.

At the end of each of their turns, each player scores one victory point for each objective marker within their own deployment zone that they control and two victory points for each objective marker within their opponent’s deployment zone that they control. The player with the most victory points at the end of the battle is the winner.
Objective
TAKE & HOLD

Whether command posts or communication beacons, holy shrines or munitions dumps, these assets must be seized at any cost, for with them comes victory.

The players roll off; starting with the winner, each player alternates placing objective markers until six have been set up. Each objective marker must be more than 6 away from the edge of the battlefield and more than 12" away from other objective markers.

Starting from the second battle round, each player scores 1 victory point for each objective marker they control at the end of their Command phase. The player with the most victory points at the end of the battle is the winner.
Objective
THE PRIZE

No matter how much blood is shed, how many lives lost or hardships endured, nothing else matters but to seize the prize.

Place an objective marker in the centre of the battlefield. An INFANTRY model can pick up the prize by ending any kind of move on the objective marker. Remove that objective marker from the battlefield - the model is now carrying the prize.

The model can drop the prize at any time, and must drop it if destroyed. If it is dropped by a player’s model, their opponent places an objective marker within 1" of the model that dropped it. The player whose model is carrying the prize at the end of the fifth battle round is the winner. Otherwise, the player controlling the objective marker at the end of the fifth battle round is the winner. Failing that, the battle is a draw.
Objective
WAR OF ATTRITION

Amidst the horror and carnage of battle, victory is sometimes a question of simple butchery.

Each player adds up the Power Ratings or points values of all enemy units that have been destroyed during the battle. If players are not using Power Ratings or points values, add up the number of all enemy models that have been destroyed during the battle.

At the end of the fifth battle round, the player with the highest total is the winner (even if their own army has been completely destroyed).

Ruse deck

Ruse
AMBUSH

The enemy marches unsuspectingly into your carefully laid trap.

During deployment, up to three units from your army (excluding AIRCRAFT or TITANIC units) can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Ruse
BRILLIANT STRATEGIST

Despite being overwhelmed, the application of superior tactics and strategy could be enough to achieve victory.

Once per turn you can re-roll one hit roll, wound roll, damage roll, Advance roll, charge roll, saving throw, Psychic test, Deny the Witch test or a roll to determine the number of attacks made by a weapon. You cannot re-roll any of your opponent’s rolls.
Ruse
DUG IN

Your forces have prepared defensive positions to repel the enemy.

While within your deployment zone, each model from your army gains the benefit of light cover if its unit Remained Stationary in your previous Movement phase or it is the first battle round. If that model is also in a terrain feature, it gains the benefit of dense cover as well.
Ruse
OUTFLANK

Swift manoeuvring allows you to advance key units into superior positions.

During deployment, up to three units from your army can be set up in outflank instead of placing them on the battlefield. Starting from the second battle round, each unit can arrive in the Reinforcements step of your Movement phase. Set that unit up wholly within 6" of the edge of the battlefield and more than 9" away from enemy models.
Ruse
PRIORITY TARGET

Focusing on one key unit in the enemy army could cripple their battle plan entirely.

At the start of the first battle round, select one unit from your opponent’s army. You can re-roll wound rolls of 1 for attacks that target that unit or any other unit with the same datasheet as that unit.
Ruse
TACTICAL RESERVES

One key unit joins the fray to tip the scales in your favour at the crucial moment.

Once per battle, you can select one unit from your army that has been destroyed and return it to the battle. During the Reinforcements step of your Movement phase, set that unit up wholly within your deployment zone, wholly within 6" of the edge of the battlefield and more than 9" away from enemy models.

Sudden Death deck

Sudden Death
BLUNT

Dealing significant damage to a complacent foe could be enough to stall their offense before it begins.

If the total, in Power Ratings or points values, of enemy units destroyed is half or more of the enemy’s starting total, the battle ends immediately and you are the winner.
Sudden Death
ENDURE

Just one surviving warrior could be considered a victory in the face of seemingly certain death.

If you have at least one model on the battlefield at the end of the battle, you are the winner.
Sudden Death
HOLD THE LINE

If your forces can hold the line against superior numbers, the battle will be won.

If there are no enemy units (excluding AIRCRAFT) wholly within your deployment zone at the end of the battle, you are the winner.
Sudden Death
KILL ORDER

Bringing down a key asset is enough to win the day.

At the start of the first battle round, secretly note down which model in your opponent’s army has the highest Wounds characteristic. This must be a CHARACTER, VEHICLE or MONSTER model. If more than one model is tied for the highest Wounds characteristic choose which of those models to note down. If that model is destroyed, the battle ends immediately and you are the winner. If your opponent does not have a CHARACTER, VEHICLE or MONSTER model, draw another Sudden Death card.
Sudden Death
VENDETTA

Slaying a bitter rival and powerful warlord will strike a crucial blow upon enemy morale.

If the enemy WARLORD is destroyed as a result of an attack made by your WARLORD, the battle ends immediately and you are the winner.
Sudden Death
VITAL GROUND

Your warriors must do all to defend a key objective from the approaching masses.

At the end of your opponent’s third or subsequent turn, if there are no enemy models within 9" of the centre of the battlefield, the battle ends immediately and you are the winner.

Twist deck

Twist
BLACKOUT

Sheer darkness consumes all, restricting the vision of your warriors.

The maximum range of all shooting attacks and psychic powers is limited to 18".
Twist
BLINDING SUN

In a cloudless sky the suns rays blind those who must face it.

At the start of the first battle round, one player randomly selects one battlefield edge to determine the sun’s battlefield edge.

At the start of the third battle round, one player randomly selects one battlefield edge adjacent to the sun’s battlefield edge. That battlefield edge is now the sun’s battlefield edge.

Subtract 1 from hit rolls for ranged attacks that target units that are closer to the sun’s battlefield edge than the firing model is.
Twist
CHAMPION

Whilst two forces clash, mighty warriors step forward to defend the honour of their army.

Before the battle, each player selects one CHARACTER model or one model with a Wounds characteristic of 9 or less from their army to be their army’s Champion. Increase that models Strength and Toughness characteristics by 1 and its Attacks and Wounds characteristics by 2.
Twist
CYCLONE

The elements dictate the battle, curtailing projectiles on their flight path towards the enemy.

Subtract 1 from the Strength of attacks if the target is more than 18" away.
Twist
EXHAUSTED

Your forces are on their last legs, but their sheer willpower keeps them standing to try to finally snatch a victory.

Subtract 1 from the Strength characteristic of all models.
Twist
GALES

Intense winds gust across the battlefield, hampering all attempts at haste.

Subtract 1 from the Move characteristic of all models. Subtract 1 from Advance and charge rolls.
Twist
HATRED

Seething enmity drives your forces to rid the galaxy of a hated foe.

When making an attack against the closest enemy unit, re-roll a wound roll of 1.
Twist
INDISCRIMINATE PROJECTILES

Falling debris, burning meteors and orbital barrages rain down indiscriminately across the battlefield.

Each player rolls three D6 at the start of their turn. For each roll of 6, they can select one enemy unit on the battlefield and inflict D3 mortal wounds upon it, or 1 mortal wound if that unit is a CHARACTER with a Wounds characteristic of less than 10. Each unit can be selected no more than once per turn.
Twist
INIMICAL ATMOSPHERE

The chemistry of the planets atmosphere has an adverse effect on those present, compromising peak performance.

Units cannot Advance and you can only declare units within 7" of a charging unit as the target of its charge.
Twist
INVIGORATED

Energised and eager, your forces are quick to join the fray.

Add 1 to the Move characteristic of all models. Add 1 to Advance and charge rolls.
Twist
LAST STAND

Retreat is not an option. Your forces must fight to the last.                                      

Units automatically pass Morale tests.
Twist
NULL ZONE

The area creates a shadow of psychic blank, rendering psykers near useless in its midst.

Subtract 2 from Psychic tests. You cannot re-roll any dice when taking Psychic tests.
Twist
RAGE

Your warriors give in to the rage burning through them - a fire only battle will extinguish.

Add 1 to the Attacks characteristic of all models.
Twist
SYSTEM INTERFERENCE

Stellar flares, malicious scrapcode and electromagnetic energy restrict communications.

The range of all aura abilities is reduced to 2".
Twist
TEMPEST

Torrential rain and wind make it all but impossible to focus on an enemy at a distance.

Models receive the benefit of light cover if they are more than 18" away from the attacking unit.
Twist
UNRELENTING TURMOIL

Little respite or sanctuary is available across the galaxies of the 41st millennium.

Draw two more Twist cards and use both.
Twist
UNSTABLE REALITY

Reality contorts before the eyes of your forces, moving them to question their strength of mind and will.

Subtract 1 from the Leadership characteristic of all models. Subtract 1 from Combat Attrition tests.
Twist
WARP STORM

The roiling tides of the warp spill out into realspace.

Add 1 to Psychic tests and add 6" to the range of psychic powers. If a PSYKER suffers Perils of the Warp, it suffers 3 mortal wounds rather than D3.
Power Ratings
Every unit has a Power Rating listed on its datasheet, and it is a measure of its efficacy on the battlefield. They are designed to give players, at a glance, an idea of how mighty a unit is on the battlefield, irrespective of the weapons its models can be equipped with. They can therefore be used as a quick guide to establish the comparative strength of each army.

The Power Rating on a datasheet is for a minimum-sized unit. A unit’s Power Rating can be increased if additional models are added to the unit, and occasionally if other options are taken for the unit (such as equipping a unit with jump packs) - in either case the unit's datasheet will make it clear if the Power Rating listed at the top of the datasheet is increased as a result.

  • Power Ratings: Quick measure of a unit's efficacy.
Points Values
Every model and weapon has a points value, which is found in a number of Warhammer 40,000 publications. Points values are similar to Power Ratings, in that they give you a guide as to how powerful certain warriors and weapons are, but they offer a greater degree of granularity. A unit’s points value is calculated by adding together the points value of every individual model in that unit and the points value of every individual weapon equipped by a model in that unit. Certain items of wargear also have a points value, and must be included in a unit's points value if equipped by a model in that unit. While it takes a little longer to work out each unit's points value, doing so enables you to differentiate between two similar squads equipped with different weapon options, as the points values listed in our publications reflect the fact that some weapons are more powerful than others.

  • Points values: Detailed measure of a unit's efficacy.
Power Level
An army's Power Level is a guide to how large and powerful an army is, so an army with a high Power Level is more powerful than one with a low Power Level. You can calculate the Power Level of an army by adding up the individual Power Ratings of every unit contained within it.

  • Power Level: Sum of all Power Ratings in army.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
Perils of the Warp
When a PSYKER unit suffers Perils of the Warp, it suffers D3 mortal wounds. If a PSYKER unit is destroyed by Perils of the Warp while attempting to manifest a psychic power, that power automatically fails to manifest. If a PSYKER unit is destroyed by Perils of the Warp, then just before removing the last model in that unit, every unit within 6" of it immediately suffers D3 mortal wounds.

  • Perils of the Warp: The PSYKER unit manifesting the power suffers D3 mortal wounds.
  • If PSYKER unit is destroyed, the psychic power fails to manifest.
  • If PSYKER unit destroyed, every other unit within 6" suffers D3 mortal wounds.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. An unmodified roll of 1 always fails.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Remain Stationary
If a unit Remains Stationary, none of its models can be moved for the rest of the phase. Any units from your army that were on the battlefield and were not selected to move in the Move Units step of the Movement phase are assumed to have Remained Stationary that phase.

  • Remain Stationary: Models cannot move this phase.
Dense Cover
If this terrain feature is at least 3" in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model's base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3" of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3" of. The height of a terrain feature is measured from the highest point on that terrain feature.

Models do not suffer this penalty to their hit rolls when making an attack with a ranged weapon that targets an AIRCRAFT unit, or a unit that includes any models with a Wounds (W) characteristic of 18 or more, even if this terrain feature is between it and the firing model (note that the reverse is not true).

  • Subtract 1 from hit rolls made for ranged weapons if at least 3” tall.
  • Does not apply to models that are only shooting through their own terrain feature.
  • No penalty when shooting at AIRCRAFT and units with W characteristic of 18+.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.

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