Académique Documents
Professionnel Documents
Culture Documents
-*
PnEpenrNG FoR
Before you can play
a
-"1
terrain to creale
Berrrn
will need to prepare a few thlngs:
To do so, you need
game, you
Next, tertain should be placed on the battlefield. fhis can be done rrsin$ the Narrative or Alternatin$ methods
- Alternating Terrain (see page 120) . Pool all the your terrain to the side ofthe battlefield.
.
Determine the terrain density by rolling
section ofthe battlefield and noting alternate deploying
a
t I r
L
You may be able to include allies (see page I l2). You may include
a
it down.
es.
Starting with the player who won the roll-offfor table hah
a
buildl:-:
ruln or forest) or up to
they reach the maximum terrain density for each board sectrc:
j)
After both players have finished, and looking battlefi eld possible.
as
long
as
both players
agree, you rnay shuffle the terrain around to create the best
Next, you need to see what EternalVat rnission you will be playing and set up the battlefield.
To determine which Eternai $?ar mission you will be playing, you can either pick one with your opponent or roll choose one, referring to the following
a
playing requires.
D6 to randomly
ll8)'
Staning with the player who won the ro11-off for table halves. alternate placing the objective markers untl1 they have all bee:placed following the restrictions on page
l2l.
D6
I
2 3 I
4
5
EternalwarMissiorr Crusadc Purge the Alien Big Guns Never Tire The Scouring The Empetor's Will The Relic
Page
126 127
128 129
130
Players rnust now deterrnine their W'arlotd Ttaits. Rollon one of the tables available to yourVarlord (either ftom page lll or one frorn theit codex, if it has one).
l3l
If either player has Psykers that generate randorn psychic powers, theygenerate thern now.
the battlefield. Roll-off; the winner chooses to deployfirst or second-
To determine which deployment map to use, you can either pick one with your opponent or ro11 a D3 to randomly choose one'
D3
The player deploying first then deploys their entire force special rule and any units being kept as Reserves.
rvirhr:
Deployrnent Map
Dawn of War Hammer and Anvil
Vanguard Strike
Pag:
I
2 3
ofthe table
Ifborh
players have such unlts, ro11-off; the winner chooses who goes
,/
first. Alternate placing units until all eligible units are deplovej Any units with the Scouts special rule may now redeploy
fotifications, they need to be placed at this point. If both fotces have fottifications, the playerwho won the toll-offto choose
If either fotce contains
table halves places theirs first (see page
120).
eligible
The player who deployed second rnay now attempt to Seize the Initiative (see page 122). rfhe succeeds, he has the first turn. If he fails, he goes second.
Dr*
MovrlmNr Puess
unit and follow the steps below. Repeat the steps for each unit in yout force that you wish to lnove.
Select a
If
Ifit
lall
Deterrnine if the unit will be moving through difficult terrain and (if appropriate) roll for rnaxitnurn rnove distance (see page 90).
Move the unit utrr to its rnaxirnum move distance. If it has gone to gpound, the unit cannot rnove (see page l8).
The chart below lists all the unit q,pes and shows their standard move distance alongside the effect difficult tenain has on their movement
(ifany),
as
well
as
UnitType
Inlantry
Jump units (using their
Fall Back
Disfance
Page
44 47
2D6' 3D6',
3D5" 3D6"
jump pack)
Jump units (not using their
jump pack)
Beasts
var
48
t2'
12" 12"
Cavalry
Bikes Jetbikes
0' 0' -
terrain. terrain.
a
3D6"
48
45 45 48 46 47
3D6'
3D6', 2D6',
0' - t2"
Starting or ending in difficult tenain requires Dangerous Terrain test. Roll 3D6 and pick the highest. Roll 2D6 and pick the highest. Starting or ending in djfficult rerrain requires Dangerous Terrain test.
As per their standard unir Type.
Monstrous Cteature
Artillery
Jet Pack units
2D6"
a
0'-6'
As per their standard
2D6',
unit type
0' - t2'
2D6"
a
var
83 84 80
walker
Flyer (Zoom mode)
18" - 36"
0"-6"
single 90' pivot at the start ofits move)
a
(limited to
12" - 24"
(limited to a single 90" pivot at the staft ofits move) 0' 12"
49
other Vehicles
7t
Snoorruc PnesE
Choose one ofyour units that has not yet acted in this Shooting phase and decide if you wish to shoot with it or move it.
Vehicles have a different chart, as it is usually how {ar a vehicle has rnoved, rather than what type of weapon it is fitin$, that determines how e{fective its firepower is.
then fol1ow the process below; if you wish to move, Shooting phase.
Moving in the
The notable exception to this is Ordnance weapons. Ordnance weapon means that
a
Iiring
an
target,
in range ofat
firing unit.
HowManyweaponscanavehicle
l l
fireatfullBallisticSkill
If models in
the target unit are in varying levels of cover, then you maywish to Focus Fire (see page l8). Next, roll To Hit - whether or not the models in the firing unit
moved in the preceding Movement phase can affect how many shots
a
l:"y
All
... 1...--.
,
Al,
All
All
All
All
4
weapon can fire and the accuracy ofthose shots (see chart below).
Ilyers (Zoom
Y,"9:)
other
l
l
I
Moving I Ass".rlr \Veaoon -t#" Nurnber of snap shots -?-tf: Shots orrtvf I Firing? : rull I No I *'.'"-: |'--'--.-----''--: Yes Assault I i
Effect of
vehicles
Page
All
5l
'.4&'
^.El
o
Once you have worked out how many shots the unit can fire, divide these into groups or use different dice so that you can keep track ofany weapons with different Strengths, AP values or special rules, or any shots fired at different Ballistic Skills. Then, follow the process below
each group to work out whether or not you
gflancing hit
with
hit and
cause damage.
If the total
a
beats the Armour Value of the appropriate facing, has been scored.
penetrating hit
l0
Ifthe vehicle
throw
i
firing
each unsaved
5
2+
67
2+/6 2+/5+
8
1,i4*
zitti |tizr
Finally, roll on the table below for each unsaved penetrating hit Add I to each ro11 caused by a weapon with an AP value of2.
Add Add
to each
ro11
caused by a weapon
with
an AP value
of
The player controlling the shooting unit can choose the order in
is open-topped.
Once
94).
(see page
the vehicle
a
becoming
D6 Result
l-2
CrewShaken
ffi! ffi
Shots until the end ofthe next turn and cannot move unless it is a
Veapon Destroy"d
}$ff|
this
2HN I randomly chosen ) is destroyed. Ifthe vehicle has no weapons left treat
as
Immobilised
ry
(see page
ofthe
. If a group of Vounds
saving thtows
in the
Hull Point.
taken against them , simply roll all ofthe saves at once. Allocate
each unsaved lil/ound, one at a time, to the closest model
ffi
AP
:H:1::
:j;T:"J.'*
;:::Tl
model is reduced to
0 rwounds,
remove
it
throws
0
taken
against them, roll the saves individually against the closest model
a
in
model is reduced to
-{/ounds remove
it
casualty and move on to the next nearest model. (The Fast Dice
16 has
box-out on page
i/
Asseurr PnesE
The Assault phase is broken down into two sub-phases: first, the Charge
sub-phase and then the Fight sub-phase. You must resolve the Charge
to move it. Consult the chart below to see how far. Remember that units
sub-phase lor all ofyour units that you wish to charge, before resolving
when running and vehicles cannot use their smoke launchers (see page
the Fight sub-phase for all ofyour units that are locked in combat.
CHARCE SUB-PHASE
UnitlVehicle Type
Infantry, Artillery, Jump units, Jet Pack units, Monstrous Creatures,
Beasts, Cava1ry
.
Pa$e
Pick one of your units and declare which enerny unit wishes to charge.
it
44-48
If there are multiple enemy units that your unit wlshes to target
Each
enernyunit norninated
as a
tar$et of
charge can
Run Run I
2D6"
49
I : i
84
See the
difficult
45 45 45 83
Units with the Fleet special rule can re-roll one or more of the
dice (see page 35).
Artillery units
"4
Flat Out Flat Out
l: -
"/^
t/:
l8'
LA
Eldar (and Dark Eldar) Jetbikes and Jet Pack units can move up to 2D6" in the Assault phase even ifthey are not charging an enemy
unit
(see page 45
&
47).
a
Flat Out
I
(minimum
tr
12")
80
the Hammer of Wrath special rule until the end of that turn (see
page 37) and can re-roll their charge range ro1l.
A11
other Vehicles
!lat Lrut
'71
as
difficult tenain,
(r
of the
Attack agalnst the majority Toughness ofthe target unit on the To roll
is needed To
\found.
Step have the
caused at this
Initiative
ro11
same
savin$ throws taken against them, Declare a challenge if you wish (see page 64). - If a challenge is declared and accepted, move the models in the
challenge into base contact ifpossible (see page 64).
controlling
taken
Starting at Initiative stp 10, count dov,'n throug[r the steps towards I until you reach anlnitiative valrre that orre or rnore participants not involved in a challen$e
have (see page 22).
. If the Wounds
against them, allocate them to the closest model one at on to the next Wound. Once
time,
and roll the model's saving throw (if lt has one) before moving
a rwound allocated to rwounds to it until the \round it, you must continue to allocate a
A11
models with this Initiative value now Pile In (see page 23).
(see page 23)
model has
as a
casualty.
t:
plus any bonus Attacks they are entitled to (see page 24).
ijt
Initiative step and compare the model's \Teapon Skill to that ofthe majority Weapon Skill of the enemy unit it is attacking to see what
ro11
If this
being attacked
pflancing
hit
\t
!
I
is needed To
Hit
(see chart
below).
. Ifthe
ri
rl
Remember to divide Attacks with different Strengths, AP values or special rules into separate groups or use different coloured dice
penetrating hit
Non-!?aller vehicles that have moved in the previous turn have a Weapon Skill of l. Non-Walker vehicles that didn't move in the
previous turn, or are Immobilised, have
a
each unsaved
\0eapon
Ski11
of0.
Iinally, roll once on the Vehicle Damage table each penetraring hit caused.
for
Move on to the next Initiative step and repeat the process above to resolveAttacks rnade at that step.
lr2r3l4
5r5
7r8
l0
t o
o
A (l
l,
t) (,
once all rnodels that are not in a challenge have foug[rt, it is tirne to resolve any challenges (see page 54).
Ifthere
as
the they
with
can instead lend their Moral Suppoft to their champion (see page 65).
Finally, it is tirne to deterrnine theAssault Results (see 25). To do this, add up the total nurnber of unsaved \Vounds caused by each side.
page
If one side destroyed the enemy entirely, they automatically win. otherwise, the side that has caused the least unsaved \(ounds has
lost and must take
a
s
F
Morale Check
losing side is unable to hurt their opponents, they can fail their Morale checks, the
. Discard
]
each dice
Any units that failed their Morale check and survived the
Srveeping Advance must now Fall Back (see page 30).
how many Wounds Ar,v sun iving, unengaged units that are not falling back, now make Consolidation move ofup to D6"
(see page 27).
a
{i
lO.
'Y,
PsYCHIC DISCIPLINES
Although the powers of Psykers are many and varied, they usually fall into one of several disciplines. The five most common psychic disciplines
are: Biomancy,
discipline until
ro11 again in the same psychic power is generated rvhose ]X/arp Charge cost does
Iach discipline
mind control, and its powers act through compelling and hfluencing
the thoughts and actions ofothers. It should be noted that, rvhilst two different Psykers may both use the same disclpline, their powers
are
Ifthe
generated equal to the Psyker's Mastery level. Note that second and subsequent psychic powers do not have to be generated from the same
f,'-r
Cat :1.
L
So
psychic discipline
as
until
be noted that
psychic power(s). Many races also have access to their own, unique psychic disciplines
and powers. \7here this is the case, the relevant Warhammer 40,000 codex
F v.\-
Some Psykers specialise in one discipline, honing the exclusion ofall others. Others manifest
a
few powets to
abilities in
Pmnaenrs PowERS
Some psychic disciplines have primaris powers. A primaris power is so
wielder of that discipline is able to master it. Immediately after rolling for
psychic power, a Psyker can always choose to substitute the porvei generated for the discipline's primaris power. Remember though, that Psyker cannot have the same power twice
ofpsychic
- ifhe
chooses to substitute
his frrst power for the primads power, and then chooses to generate
li
I
opponent are aware ofthe power(s) each Psyker has generated. which you generate their powers.
Ifyour
Regardless ofthe psychic power(s) your Psykers have, it's worth makin:
a
atmy includes more than one Psyker, you can choose the order in
In some codexes,
psychic powers
Psyker
of
Exomple: Sorahhas a Psyker inher army with a Mastery Level of 3 who hnows powers from lheTelepathy ond Divination disciplines.The codex does not specrfy that the Psyker knows ony spedfic powers, sa Sorah rhooses the
TeLepathy drscrpline and roLls o D6.The result is a3, thus generatingPupper
chooses
ofthe psychic
are
ro11 a
numbered between one and slv the number rolled on the D6.
Psychic Shriek. Eor her Psyhel s final power, Samh chooses lo generate tht power from the Dlination discipline. She rolLs a 6, thus generattngthe pn't)',.:
porver Scrier's Caze.
BIovANCY
Biornancers specialise in manipulating biolo$ical ener$yand processes with the power oftheir rninds. They are rnasters of the flesh, learning to shape and influence the physical fotrns of themselves, their allies or their enernies, according to their will.
SMITE
Lethal bolts of bio-lightningleap ftom the psy!<er's fngertips, tearinghis foes apart.
Smite is a witch.fi.re power
I A"
4 2
rype
Assault 4
IRONARM
By
WarpCharge I
)4,.
transmutinghis flesh into Liuing metal,the biomancer can wade through enemy fre unscathed and pulp shulls withhisbare fists.
Iron Anr,r is
is
a
varp charge I stt\ rrrn LEEcH 'ivith a twist of his gnavled hands,lhe wrathf ul psyker "{*1J * rips the life force fromhis enemy,hoardingthe stolen "t '.jryq ,rrrnrc and usingitto reinuigorate andrestorchis own
injured flesh.
LifeLeech is
in effect, the Psyker gains +D3 Strength and Toughness once for both) and gains rhe Eternal !?arrior special rule.
Life leech
Range S AP 12' 6 2
TyPe
Assault2
ENFEEBLB
Varp Charge I
IfLife
Leeth carses at least one unsaved
"\'..
sappingvitality from
theirbodies.
Enfeeble is a
f-"<blwlnp sPEED
^\"ug)rfrc heighteninghis
powers of the
warp chatge I
supernaturalleuels. Ablur is
as
difficult terrain.
' $? h. amongsthis \
t
VarT
Speed
speed to
enemies,fellingthe unrighteouswith
i-b\Er.lnunlNcr varpchatge qtt t( t t( tLt allies,thebiomancerlznits !; j K(g( lI I8 nto fl( ))grlt t V.Gt rt Rrorhi,,g, lfllU the essence of his ."{y'* together b ones, he als fI and banishes fatigue so that they ' I' i ,nrryo,, thefght.
I I
I
is
a
UJ tt I>
>
t t
tv
t t
tw
esh
Attacks
(ro11 once
Endurance is
ablessing that targets a single friendly unit within in effect, the target unit gains the Feel
Relentless special rules.
IIAEMORRHAGE
WarpCharge
No Pain,
;i*i*.4&
A man may dic yet still endurc if his rvork enters the
greater work. Time is carried upon a current incePted
Eocussinghis mutant mind,the psyker reaches forth and sets a fre within his uictim's flesh. within moment's, the unfortunate foe'sbloodbegins to boil in its own ueins, tearinghim asunder as itbursts from every pofe.
Haemonhage is a focussed
by forgotten decds. f,vents of Brcat moment are but the culmination of a single carefully placed thought. As all men must thank progcnitors obscured by the past, so
rve must endure the prcsent that those who comc aftcr may continue the grcater
witchfire
power with
range
a
of
suffer
I(ound with
within
Ifthe target
or
is slain, randomly select another model (friend or foe) 2" of him. That model must pass a Toughness test
a
work.'
Eons
-The Chine of
suffer
saves a11owed.
a
If
model survives
t
I
:Ryc.hic Disciplines -
$
PRIMARIS POSTER
e/-r*Y\
|TW,-rPRESCIENCE
i
By focussinghis
alLies'
#.
DmNATToN
Diviners seek to discern the hidden past of the galaxy
and know the coutse of events yet to corne. These
WarpCharge
Tlrc psyh.er can effortlessLy predict the pnths ofbuLlets and swords.
Warp-sight even more closely, he can guide hk nims,bringing a swift and merciless death to their foes.
[,',
abilities allow Diviners to look into the twisting strands of the Imrnateriurn in search of the answers
they seeh, and sometimes even influence the outcorne of fate itself.
:.11t'.,
blessing that targets a single friendly unit within Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls.
Pyesdente rs a
12".
,1
ry
I
"l,al
...|).,b
1.../'
t.
\fu1)
fl\ '" " \
f,f}ronrBoDrNc
nto
nlrs
varp charge
the psyher
PERFECTTIMING
Warp Charge
and his
their
foes are
brforc lhe
loes lhemselves
Vhilst this
full Ballistic
power is in effect, the Psyker and his unit have the Counter-
.r
1f
Warp, a rush of images floods the diviner's mind, forctellingthe actions of his enemies, down to the merest microsecond. Armed with this information, the diuiner's allies can predrct exactly when their foes wiII peer oul frombehind cover and expose themselves to a lethalhead shot.
PerfectTimrngis
a
ri
Skill, rather than Ballistic Skill l. Note that this does not allow weapons that could not normally fire Overwatch to do so.
i. 't'
'\full The psvke prophetic powers "fftFoREwARNrNG aLlow him to walk through
r's
warpchargel
with an
,,'Y:
' '
a hail of
frc
PRECOGNITION
Varp Chatge
eene talm.
Eorewamingis ablessing that targets a single friendly
.'
unit
has a
Hauing already witnessed the one true path to uictory, the diuiner strides acrossthebattlefeldlike an auenging god of war. Whilst the premonitions run true,he is alL
but undef eatable, proof against bullet and bolt, blade and b ombardment. }]'ow eu er, should his self-wr ought
prophecies fade, or turn false,he wiLl surely be doomed to ignominious defeat.
wirhin
12".
is
4+ invulnerable save.
,
:
OA
Uf MTSFoRTUNE
TrSgJ wrth a
;
warp charge I
Precognition is a blessing that targets the Psyker.
f) ''
/ollor,rrc ri
diuiner twists fate so that his blows punch through the weahest points in their
\Thilst the
power is in effect, the Psyker can re-roll all failed To Hit and To $7ound rol1s,
as
opponents' drmouy.
Midofiune ts
a malediction that targets a single enemy unit whilst the power is in effect, the target unit must
well
as
wirhin
24".
SCRIER'S GAZE
The diviner can
see
Warp Charge
thebattlefeld clearly inhis mind's eyet with the vantage point of a huntinghawh and
the precision of alaser.The to and fro of armies and war machines isbut the scurrying of antsbeneath his omniscient gaze.Thus can the diuiner direct the Across the void of spacc mcn livc
as
i.l
1.
ofworlds
deployment of specialist fortes exactly when and where they are most needed, Leauing no clue behind as to hou,
this trichery was achieved.
Scriel s Gaze rs a blessing that targets the Psyker.
bathcd in the light of alicn suns. So is Humanity's sced cast far and widc beyond thc knowledgc of Man,
fi
Vhilst the
ti.{-l
with robust
ro11
tr
;*l;*d
Psychic Disciplines
PynoMANCY
A
itAMi BREAif
Atorrent
m
o
varp charge
eyes
and
pyrornancer is a rnaster of fire and flarne, a psyker who is able to create searirrg infernos out of thin air. Pyrornancy is one of the rnost spectacrrlar and destructive forms of psychic ability, and those who face a pyrornancer in combat are oft reduced to nought but a pile of charred bones.
uth,
gulfrng
Elame Breathis
Flame
Breath
Template 5
Range S AP 4
FIERYFORM
BuLIets
Varp Charge
SPONIANEOUS COMBUSTION
Varp Charge
iI\
and shells pass straight through the pyromancer into an incandescentbeingof liuing strihingout athis t'oes and settingthev \/arpfre,
ashe transforms
souls ablaze.
incinerate his foe in aheartbeat.Yet whenhis rageboils ouer,the unfortunate uictim'sbody explodes in ablast of ash androaringflame.Vho can sayhow many willfaII
\7hilst the
Sponlaneous Combustion is a
4+ invulnerable save,
focussed
witchfire
a
power
with
+2 Strength and his close combat attacks have the Soul Blaze
Vound with no
armour or cover saves allowed. Ifthe model is slain by this 'Wound, centre the small blast marker ovet the target before
FIRESHIELD
with
wall
of
Warp Charge I
towering
removing him. All other models under the marker suffer Strength 4 AP 5 hit with the Ignores Cover special rule.
gflsuNnunsr
"\fiJ .'ff'
"
warpchat$e
wild
songwhose notes were old when
Fire Shield ls
rlt
syker nngs a
within
unit
as
the universe was young. Ashe does so, an incandescent ouro appears abouthim, growingeuerbrighter and hotter with every refrain. only when the songis ended does lhe aura explode, dtscharging rts pent-up fury in a
blin din g,
Sunbrrsi is
sup
rn
ov
al
fl a sh.
INFERNO
Varp Chatge
sets
I
Sunburst
Vith
'
1i
AP 5
Type
Assault 2D6,
witchfire
MOLTENBEAM
Inferno
Warp Charge
his han ds
to
Th
pyr o m an c er
cI
ap s
gether an d turn
them outward towards the foe. Ashe does so, a white-hol beam of blazingenergybursts fromhis palms.It melts armour to slag and uaporises flesh,leauing only ghastly
shadcws
.--::::l?-
in
its wahe.
You cannot fathom the mysteries of the Universc, you must simply trust in the righteousness of thc Empcror's Command!
Mohen Beam is
SAP
Typ"
Assault l, Melta
Molten
Beam
12'
8l
TEI.TKINESIS
Teletines are able to rnanipulate the rnaterial world
PRIMARIS PO]MER
v""p i(;;e" i
a
IJsingnothingbut the power of his mind, the psyker tears boulder of rock from the ground and hurls it at the foe.
Assail is a beam
CRUSH
VarpCharge
fst,
the psyher
'
entrapshis foe in a choking and crushingmass ot'force. Grittinghis teeth, the psyher continues the assault until
flesh, armour andbone alih.e are ground to powder.
varp charge I -ff,ZsHocror/AvE .\ts1 The psyher slamshis palmitogether and the noise
is
',{ } \
witchfire
I2
power with
with
Range
AP
Type
Assault D6,
result
(a score
ofan I I or
Shockwave
12'
with
an
Pinning
TELEICNEDOME
GATE OF
Varp Charge
are deflected
INFINITY
cross
VartrrCharge
roiling inthe
great distances
Bulletsbounce off
ot'
aLarmingly towards friendly forces as the psylzer erects o barrier of shimmering energy abouthimself .
T elelcine Dome is a
rnfnity
12".
5+ imulnerable save
unlt.
with
model in the
It then
a 6"
shooting attack,
immediately arrives using the rules for Deep Strike. The first model placed must, however, be placed within 24" of the counter. Ifthe Psyker is the only model in his unit, there is no
risk, but if his unit consists of two or more models, there is chance something scatters and
a a
wirhin
If
lfound
saved, but the shor is not redirected. Note that this does
double is rol1ed, one member ofthe unit, chosen survivors scatter normally).
VORTEXOFDOOM
and the howling destruction
ot'
Varp Charge
the Varp, unleashing
OBIURATIONMECHANICUM Warlrchargel
.Weapons
following profile:
a
single
\fhilst
R*g: I
12'
l0
l?,,Ivp:
I
Heavy l, Blast':
In addition, '\'Il when using this power, the Psyker fails his Psychic test,
centre the Vodex ofDoom blast marker on the Psyker
ifthe target
in the unit
has a Strength I
- in
this
case, the
TTITPATHY
Telepaths are psykers whose mental expertise lies with contactirrg and controlling the rninds of others. With a single thougfirt, a telepath can blast away his foe's sanity, induce states of nurnbirrg terror or possess his victirn's thoug[rts and mould theit actions as if they werehis own-
PRIMARIS PO$TER
PSYCHIC
SHRIEK
WarP Charge I
in deeply the power of the Warp before emitting a banshee howl of psychic energy that shreds the minds
The psyker breathes of his enemies.
Psychic Shriehts
awitchfire power with a range of 12". Roll3D6 and * the target unit suffers a number of
saves cannot be
taken
ausedby
P sychic
Shnelz.
DOMINATB
The psyher reaches into his
soul and
VarpCharge
;(1t*ot.rBrlrrY
"kid# ;Yl
warpcharge2
Reaching into the minds rif his foes, the psyker obscures himsetl andhis alliesfrom the enemy's tghl.
tnvisibility is ablessing that targets
24". The target
Domindte is
within
24".
arnalediction that targets a single enemy unit whilst the power is in effect, the target unit musl
it attempts to rnove, shoot,
test is failed, the action is
a
unir
in effect.
An invisible unit
Run or declare
charge
- ifthe
Models charged by an invisible unit gain no benefit from the Counter-aftack special rule (they don't see it coming). Models attacking (or being attacked by) invisible models in close combat count
as
;$+i MENTALFoRTTTuDE varp charge I \;yl Despair is lurned inlo fresh hope and courage inlo insane ;\ J' herorsm as the telepath projects inspirational thoughts of ' ' viclory inlo Ihe minds of his allies.
MentalEortitude is
a
HALLUCINATION
Wa4r Charge
single friendly
unit
It
p er
epti ons of
re
ality.
long
as
Hal\urinatton rs
unit s'ithin
ffi
PUPPETMAsTER
possesses
varp charge
for the
;Y |' ^ort.rnts, their aim and their trigger fngers as if they were marionettes.
PuppetMaster rs a focussed
Bugs! Sonelhrng
shoodng attack as if
it was one of your models (this cannot target his own unit). After resolving the attack, the target shakes free ofthe Psyker's control and immediately reverts to the owning player's control.
case
there is no effect.
3-4
TERRIFI
Euen the brauest of heroes quake
assails
Etmrnrn? All
se
nse of
unit cannot
WartrrCharge I
in terror
as the telepath
shoot, Run, declare charges or strike blows in close combat whilst the power is in effect.
them with images from their own darkest and most dreadful nightmares.
Terrif, is a malediction that targets
a
5-6
Paranoia
sets
in and
the pantched
wawiorslash out attheir comvades.Every model in the single enemy unit within 24".
unit
The target receives no benefit ftom the Fearless special ru1e and treats all enemy units as having the leat special mle for the power's
Morale check.