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THE GenaE Surr,tMARY ,et*-..

-*
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

- Narrative Terrain . First, you need to choose your army.


to decide what you want to include:

(see page 120); set up the

fantastic looking battlefi eld.

You must have a Primary Detachment

(see page 109).

- 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

D3 for each 2' bv 2'

Fortification (see page 109) your HQcholces to be the


(see page I I I ).

it down.
es.

Fina11y, you must choose one of

Starting with the player who won the roll-offfor table hah
a

Warlord leading your force

terrain'piece' anyrvhere on the board. E::


as a

terraln'piece' is either one substantial piece (such

buildl:-:

ruln or forest) or up to

3 sma11 pieces (such as battlefield deb:.:

?layers continue to alternate until they choose to stop or until

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.

Now, place any objective rnatkets the rnission you are

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

table (see page

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'

It is tirne to deployyour forces onto

referring to the following table

(see page I 18).

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:

their deployment zone, excluding units uslng their Infiltrare

I
2 3

ll9 ll9 ll9


wlnner
selects one

ofthe table

The player deploying second then does the same.

Units using the Infiltrate special rule

are deployed next.

Ifborh

players have such unlts, ro11-off; the winner chooses who goes

Fina11y, the players ro11-off, and the

halves to be his, with th9 other halfgoing to his opponent

,/

first. Alternate placing units until all eligible units are deplovej Any units with the Scouts special rule may now redeploy

Ifboth players have such units, ro11-off; the winner chooses


any
who goes first. Alternate redeploying units until units are te-deployed.
a1l

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

Iortlfications must be placed who11y within your own table half


and cannot be placed within 3" ofanother fortification.

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

the unit is falling back, it

first atternpts to Regpoup

(see page 3l).

If it successfully Regroups, it may move up to 3".

Ifit

fails to Regroup, it must

lall

Back (see page 30) rowards its

own table edge.

State which rnodels

(if any) in the unit are rrot rnoving.

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

other reference information.

UnitType
Inlantry
Jump units (using their

Move I)istance 0'- 6' 0.As per


12"

Diffi cult Terrain Effect


Roll 2D6 and picL the highesr. Starting or ending in dilficult terrain requires Dangerous Terrain test.
As per their standard unir rype
a

Fall Back

Disfance

Page
44 47

2D6' 3D6',
3D5" 3D6"

jump pack)
Jump units (not using their

jump pack)
Beasts

their standard unia t)?e


0" -

var
48

t2'
12" 12"

No effect Counts Counts


as dangerous as dangerous

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

0'-6" 0'- 6'

Artillery
Jet Pack units

2D6"
a

(using theirjet pack)


Jet Pack units

0'-6'
As per their standard

2D6',

(not using theirjet pack) Skimmer

unit type
0' - t2'

2D6"
a

var
83 84 80

Srarting or ending in difficuh rerrain requires Dangerous Terrain test.

n/a n/a n/a n/a n/a

walker
Flyer (Zoom mode)
18" - 36"

0"-6"
single 90' pivot at the start ofits move)
a

Roll 2D6 and pick the highest. No effect


No effect Dangerous Terrain test.

(limited to

Ilying Monstrous Creature


(Swooping)
A11

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.

If you wish to shoot,


see

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

vehicle can only make Snap Shots


(see page 7l).

with its other weapons that turn

. First, choose a target - for an enemy unit to be a viable


one or more model. in the enemy unir must:
Be Be

target,

in range ofat

least one weapon in the

firing unit.

HowManyweaponscanavehicle

l l

line ofsight for at least one model in the firing unit

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

Vehicle Cornbat T:rpe stationary speed Wrlk". AII All


Fast

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

- Against vehicle rrnits:


. If the total equals
(see page 73), a

instead of using the chart, add the

number rolled on the dice to the weapon's Strength.


the Armour Value of the appropriate facing
has been scored.

gflancing hit

with

hit and

cause damage.

If the total
a

beats the Armour Value of the appropriate facing, has been scored.

penetrating hit

. Roll To Hit - rirst, roll a number

of dice equal to the number


see

ofshots in the group you are tesolving. To


them, on the chart below (see page l3).

how many hits are

l0

Ifthe vehicle

is obscured (see page 75) or is granted a saving


a

throw
i

scored, compare the ro11s to the Ballistic Skills ofthe models

firing

from another source, it can attempt glanclng and penetrating hit.


Reduce the vehicles remaining

saving throw against each

Hull Points by I for

each unsaved

Firer'sBallisticsLill I 2 3 4 RollRequiredToHit 6'5* 4, J


Roll To Vound -

5
2+

67
2+/6 2+/5+

8
1,i4*

glancing or penetrating hit.

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.

Remove any dice that failed to hit and roll the

Add Add

to each

ro11

caused by a weapon

with

an AP value

of

remainhg dice again.

(see page 74).

The player controlling the shooting unit can choose the order in

further I to every roll ifthe target vehicle


vehicle is reduced to
0

is open-topped.

which different groups of Wounds

are allocated (see page l5).

Once
94).

HulI Points it is !?recked

(see page

the vehicle
a

is destroyed but left on the battlefield, effectively

becoming

piece ofdi{ficu1t and dangerous terrain.

D6 Result

l-2

CrewShaken

ffi! ffi

The vehicle can only fire Snap

shnr. until the end of the next turn.


The vehicle can only fire Snap

Shots until the end ofthe next turn and cannot move unless it is a

Zooming llyer. In which case it can only


,,-m9v9t,8,'19...............$,9inno11911,:

Veapon Destroy"d

}$ff|
this

One of the vehicle's weapons

2HN I randomly chosen ) is destroyed. Ifthe vehicle has no weapons left treat
as

an Immobilised result instead (see

Immobilised

ry

The vehicle cannot move for the

b3{ffi rest of the game. lr may not turn


either, but its turret can continue to rotate to select targets. A Flyer in Zoom Mode instead suffers locked Velocity

- Against non-vehicle rrrrits:


target unit (see above).

compare the Strength ofthe

(see page

8l). A vehicle that is already

weapons being fired in that group to the majority Toughness

ofthe

Immobilized or suffering from locked Velocity instead removes an additional

. If a group of Vounds

all have the sarne

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

target unit. Each time

model is reduced to

0 rwounds,

remove

hits equal to the number of models

it

as a casualty and allocate

lTounds to the next nearest model.

from their unit in range.

Ifa group oflfounds have di:tferent saving


the target unit. Each trme
as a

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

ways to speed up this process.)

i/

MOVINC IN THE SHOOTING PHASE


Instead of shooting with
a

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

rnit in the Shooting

phase, you can choose

to move it. Consult the chart below to see how far. Remember that units

with the Fleet special rule


87) on the

(see page 35) can re-roll one or more dice

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.

turn they move Flat Out.

CHARCE SUB-PHASE
UnitlVehicle Type
Infantry, Artillery, Jump units, Jet Pack units, Monstrous Creatures,
Beasts, Cava1ry

Run,Turbo- Maxirnurn Boostor Move Flat Out? I)istance


Run
D6"

.
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

with its charge,

declare which enemy unit is the primary target,


are the secondary targets (see page 27).

then declare which

Each

enernyunit norninated

as a

tar$et of

charge can

Flying Monstrous Creature (Swooping)

Run Run I

2D6"

49

now resolve its Overwatch fire (see page 2l).

Valkers Bikes Jetbikes


Eldar Jetbikes Healry
Fast Fast Skimmer

O6' 12' 24'


36"

I : i

84

Roll the charge range for the unit.


how many dice to
ro11

See the

chart below for

and the effect charging through

difficult

Turbo-boost , Turbo-boost 'l Turbo-boost

45 45 45 83

terrain has for each unit type.

Units with the Fleet special rule can re-roll one or more of the
dice (see page 35).

Artillery units

are unable to charge as long as they include one or

"4
Flat Out Flat Out

l: -

rnore guns (see page 45).

"/^

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

Jump units that use thek jump packs to make

charge move gain

Flyer (Zoom Mode)

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

Note that because dangerous terrain is also treated

as

difficult tenain,

it also affects charging units.

(r

FIGHTSUB-PHASE . Choose a cornbat to resolve. Ifthere is more than one combat


ongoing, the player whose turn it is decides the order in which they
are resolved.

- Against non-vehicle units - compare the Strength


Wound chart to
see what

of the

Attack agalnst the majority Toughness ofthe target unit on the To roll
is needed To

\found.
Step have the

. If all the Wounds

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).

all ofthe saves at once time, to the enemy

and allocate the unsaved wounds, one at

model closest to the models that are attacking at the current

Initiative step (see page 25). !7hen multiple enemy models


caused have

are closest, their

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).

player chooses which model is allocated the \7ound.

. If the Wounds

different saving throws


a

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

All engaged models


make
a

with this Initiative now get to

number ofAttacks equal to their Attacks characteristic

pool is empty or it is removed

as a

casualty.
t:

plus any bonus Attacks they are entitled to (see page 24).

- Against a vehicle - instead ofusing the To Vound chart, add


Roll To Hit - Roll
one dice for each Attack being made at this

ijt

the number rolled to the Attack's Strength.

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

equals the Armour Value of the rear facing of the vehicle


(see page 76), a

being attacked

pflancing

hit

\t

has been scored.

!
I

is needed To

Hit

(see chart

below).

. Ifthe

total exceeds the Armour Value ofthe rear facing ofthe


a

ri
rl

Remember to divide Attacks with different Strengths, AP values or special rules into separate groups or use different coloured dice

vehicle being attacked,

penetrating hit

has been scored.

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

Reduce the vehicles remaining

Hull Points by I for

each unsaved

glancing or penetrating hit.

\0eapon

Ski11

of0.

Iinally, roll once on the Vehicle Damage table each penetraring hit caused.

(see page 74)

for

Target's Weapon Skill

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) (,

I 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 2 3+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 3 ..1+ 3+ 4+ 4+ 4+ 4+ 5+ 5+ t. :1 4 3+ 3+ J+ 4+ 4+ 4+ 4+ 4+ 5+,5+ 4+ 3+ 3+ 3+ 3+ 4+ 4+ .4+ 4+ | .4+ 5 3+ 3+ 3+ 3+ 3+ 4+ 4+ 4+ 4+ 4+ O*,0*,+ 7 3+ 3+ .3+.3+ -4+ 8 3+ J+ 3+ 3+ 3+13+ 3+r4+ 4+ 4+

once all rnodels that are not in a challenge have foug[rt, it is tirne to resolve any challenges (see page 54).

Ifthere

are models on one side are engaged

ofthe fight that cannot fight,

as

the they

only model they

with

is locked irr a challenge, then

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

(see page 29).

. lf one or more . Ifthe

units that lost the combat pass their Morale

checks, make end ofcombat pile in moves (see page 27).

losing side is unable to hurt their opponents, they can fail their Morale checks, the

choose to automatically fail their Morale check (see page 25).

. If all the loosing units in a combat


victors can attempt to make
a

Sweeping Advance (see page 25).

. Discard
]

each dice

Any units that failed their Morale check and survived the
Srveeping Advance must now Fall Back (see page 30).

that rnissed the enerny and toll those


This roll is used to
see

that rernain again.

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

have been caused on non-vehicle units, or how many glancing and

penetrating hits have been caused against vehicle units.

{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,

Ifa Psyker generates a psychic power whose


is higher than

lilZarp Charge cost

their Mastery level,


a

Divination, Pyromancy, Telekinesis and Telepathy.


has
a

discipline until

ro11 again in the same psychic power is generated rvhose ]X/arp Charge cost does

Iach discipline

panicular character, which is reflected by the

not exceed his Mastery level.

powers within it. The Telepathy discipline, for example, is grounded in

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

Psyker needs to generate more than one psychic power, repeat


a

the above process until

number ofpsychic powers have been

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

likely to manifest in unique, idiosyncratic ways.

So

for example, cormpt Chaos

an Imperial Psyker using the Pyromancy discipline may hurl blezing

psychic discipline

as

the Psyker's first power. Ifa Psyker generates


ro11

bolts shaped like an avenging, two-headed eagle whilst

power he already has,

again in the same psychic discipline table

worshipper might conjure multi-hued conflagrations of living Warp 6re


and an Ork Psyker could vomit cones of billowing green flames.

until

power is generated that he does not already know. It should

be noted that

dlfferent Psykers ln the

same army can have the same

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

will contain the

necessary psychic power(s).

F v.\-

Some Psykers specialise in one discipline, honing the exclusion ofall others. Others manifest
a

few powets to

much broader range of

psychic disciplines and

abilities in

such cases, the Psyker will be able

to generate powers from several psychic disciplines. The relevant codex

entry will detail from which psychic disciplines


his powers.

a Psyker can generate

Pmnaenrs PowERS
Some psychic disciplines have primaris powers. A primaris power is so

NurnrsEns oF Psvcnrc Pownns


A Psyker's codex will usually state how many psychic powers the Psyker
has. Where this is not the case, the Psyker has a number

intrinsic to the discipline's character that we


a

can assume that any

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

powers equal to his Mastery leve1.


i !

- ifhe

chooses to substitute

his frrst power for the primads power, and then chooses to generate

li
I

GENrneuNG PsYCHrc Po'srERs


Before either player deploys their army, you must generate psychic powers for your Psykers. This is done openly, so both you and your

another psychic power from the same dlscipline, he cannot substitute


any

further powers from that discipline.

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

note on your army roster

it's all too easy to forget which Psyker has

which power otherwisel


set

In some codexes,
psychic powers

Psyker

will have a specific psychic power, or


a Psyker generates

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

where this is the case, it will be clearly stated in the

relevant codex. Othemise,

random psychic powers

from amongst the psychic dlsciplines known to him.


To randomly generate a psychic porver, first choose one

Master. Sarah then

chooses

theTelepathy Discipline again, rolling another

ofthe psychic
are

3.This is re-rolled, the result being a

this time, generaling Domlnate.


t

disciplines known to the Psyker. Then,


chosen psychic discipline; you

ro11 a

D6 and consult the

Howeuer, Sarah thooses to swap Dominate for thtTelepathy Primaris Pott;

will notice that the psychic powers

numbered between one and slv the number rolled on the D6.

the power generated corresponds to

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

PRIMARIS POWER VarP Charge I

Lethal bolts of bio-lightningleap ftom the psy!<er's fngertips, tearinghis foes apart.
Smite is a witch.fi.re power

with the foilowing profile:

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

blessing that targets the Psyker. Whilst the power


(ro11

in effect, the Psyker gains +D3 Strength and Toughness once for both) and gains rhe Eternal !?arrior special rule.

awitchfire power with the following profile:

Life leech

Range S AP 12' 6 2

TyPe

Assault2

ENFEEBLB

Varp Charge I
IfLife
Leeth carses at least one unsaved

As the psyker channelshis powers, tendrils of Warp energy

\7ound' the Psyker

"\'..

Iash over his uictims, euery cavess

sappingvitality from

immediately regains a Wound lost earlier in the battle (up


to his starting number of Wounds).

theirbodies.
Enfeeble is a

malediction that targets a single enemy unit


is

within 24". rilhilst the powet


a

in effect, the target unit suffers

f-"<blwlnp sPEED
^\"ug)rfrc heighteninghis
powers of the

warp chatge I
supernaturalleuels. Ablur is

-l penalty to both Strength

and Toughness, and treats all

Immoteriumflow into thepsyker,

terrain (even open ground)

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

blows too swift to see.

I
is
a

UJ tt I>

>

t t

tv

t t

tw

blessing that targets the Psyker. Whilst


for both) and gains the Fleet special ru1e.

esh

the power is in effect, the Psyker gains +D3 Initiative and

Attacks

(ro11 once

Endurance is

24". Whilst the power is

ablessing that targets a single friendly unit within in effect, the target unit gains the Feel
Relentless special rules.

IIAEMORRHAGE

WarpCharge

No Pain,

It Will Not Die and

;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

12". The target must pass a Toughness test or

suffer

I(ound with
within

no armour or cover saves a11owed.

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

\Vound with no armour or cover

saves a11owed.
a

If

Gar6o Mojoro Prefectus of Adeptus Mechonicus

that model dies, continue the process until

model survives

or there are no suitable targets within range.

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".

..f ,-l'.^, j; y ".{,,-t

. .,.it, ,b. .,... ,

,1

ry
I

"l,al

...|).,b

1.../'

t.

\fu1)
fl\ '" " \

f,f}ronrBoDrNc
nto
nlrs

varp charge
the psyher

PERFECTTIMING

Warp Charge

to his war p-gifted insights,

and his

As soon as his consciousnesis pierces the veil of the

allies are aware that

their

foes are

about to charge, even

brforc lhe

loes lhemselves

have realised it.

Eorcbodrngis ablessing that targets the Psyker.

Vhilst this
full Ballistic

power is in effect, the Psyker and his unit have the Counter-

.r
1f

artack special rule and fire overwatch on their

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.

blessing that targets the Psyker. \Thilst

this power is in effect, the Psyker and his unit's weapons


have the Ignores Cover special rule.

i. 't'

'\full The psvke prophetic powers "fftFoREwARNrNG aLlow him to walk through
r's

warpchargel
with an

,,'Y:
' '

a hail of

frc

unsrathed, dodging incomingbullets

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".

\7hilst the power

is

in effect, the target unit

4+ invulnerable save.

,
:
OA

Uf MTSFoRTUNE
TrSgJ wrth a
;

warp charge I
Precognition is a blessing that targets the Psyker.

chrh of his fingers, the

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

failed saving throws.

wirhin

24".

SCRIER'S GAZE
The diviner can
see

Warp Charge

re-roll successful saving throws.


1l

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.

thcy havc livcd

for millennia upon thc

sand, rock and soil

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

to thrivc bittcrly in thc darkncss, to takc root and cling

Vhilst the

ti.{-l

with robust

and savagc detcrmination.

power is in effect, you can


fnysterious terrain.

ro11

three dice and choose the

result you want when rolling for Reserves, Outflank and

tr

;*l;*d

Psychic Disciplines

PynoMANCY
A

itAMi BREAif
Atorrent
m
o

PRIMARIS POSTER .'''''


th e t ar ge t.

varp charge
eyes

of psychic flames pour

forth from the psyket's

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

awitchfrre power with the following profile:

Flame

Breath

Template 5

Range S AP 4

T1pe Assault l, Soul Blaze

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.

Eocussinghis anger,the pyromancer can melt ot

incinerate his foe in aheartbeat.Yet whenhis rageboils ouer,the unfortunate uictim'sbody explodes in ablast of ash androaringflame.Vho can sayhow many willfaII

uictim to his wrathbefore it is sated?


Fiery Form is a blessing that targets the Psyker.

\7hilst the
Sponlaneous Combustion is a

power is in effect, the Psyker gains


special rule.

4+ invulnerable save,

focussed

witchfire
a

power

with

+2 Strength and his close combat attacks have the Soul Blaze

a range of 18". The target model suffers

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.

a sweep of his orms the psyker throws up a

flame to protect his allies.


a

gflsuNnunsr
"\fiJ .'ff'
"

warpchat$e
wild
songwhose notes were old when

Fire Shield ls

blessing that targets a single friendly unit unit


has a 4+ cover save against shooting

rlt

syker nngs a

within

24". The target

attacks that do not have at least one ofthe following special

mles: Soul Blaze or Melta. In addition, whilst the power is in


effect, any unit that makes suffers 2D6 Strength 4 AP
a

successful charge against the

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

hits, resolved at the same time

blin din g,
Sunbrrsi is

sup

rn

ov

al

fl a sh.

Hammer of 'JZrath hits.


a

nova power with the following profile: Range


S 4

INFERNO

Varp Chatge
sets

I
Sunburst

Vith

an impatient gesture, the psyker

'

1i

aflome, creoting a whir\ing pillar of fre the ran.ks of his enemies.


Inferno is

the oir itself to sweep through

AP 5

Type
Assault 2D6,

Blind, Ignotes Cover

witchfire

porver rvith the follorving profile:

MOLTENBEAM
Inferno

Warp Charge
his han ds
to

Range S AP Type 4 5 A.ro.lti, 24


Soul Blaze, Blast, Ignores Cover

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

beam with the following profile: Range

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

with the power of their rninds, translating sheer


rnental power into physical force. These psykers can lash their foes with psychic eneriy, erect invisible force shields to protect thernselves and even rend apart the
with the following profile:

fabric of reality itself.

CRUSH

VarpCharge
fst,
the psyher

By reaching outhis arm and clenchinghis

'

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

',{ } \

magnifed a hundredfold, releasing a shockwaue that rnoprbonesandknochsloesfromtheirfeel.


with the following profile:

Shochwaue isa nova power Crush is a focussed

witchfire
I2

power with

range of 18". Roll

2D6. The target model suffers a hit

with

Strength equal to the

Range

AP

Type
Assault D6,

result

(a score

ofan I I or

wounds automatically or, in the

Shockwave

12'

case ofa vehicle, causes an automatic penetrating hit)

with

an

Pinning

AP equal to the result ofa separate D6 roll.

TELEICNEDOME
GATE OF

Varp Charge
are deflected

INFINITY
cross

VartrrCharge
roiling inthe
great distances

Bulletsbounce off

ot'

thin air and

The psyker punches a corridot throughthe

Immaterium, allowinghim to blinh of an eye.


Gate of

aLarmingly towards friendly forces as the psylzer erects o barrier of shimmering energy abouthimself .
T elelcine Dome is a

blessing that targets


a

friendly unit within

rnfnity

is a blessing that targets the Psyket and his

12".

All models in the target unit have

5+ imulnerable save

unlt.

Place a countet in base contact

with

model in the

against Shooting attacks whilst the power is in effect. Every

target unit. Remove the target unit from the board.

It then

time this save is successfully made against


choose an unengaged enemy unit
a

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

that unit suffers

hit with still

Strength and AP equal to that ofthe initial shot.

If

there is no unengaged enemy unit within 6", then the


is

lfound

saved, but the shor is not redirected. Note that this does

willgo wrong; if the Deep Strike attempt \[arp and removed

not cause templates to be repositioned.

double is rol1ed, one member ofthe unit, chosen survivors scatter normally).

by the controlling player, is claimed by the


as a casualty (the

VORTEXOFDOOM
and the howling destruction
ot'

Varp Charge
the Varp, unleashing

The telekine opens a tear between the mateyial realm

OBIURATIONMECHANICUM Warlrchargel
.Weapons

energies that utterly consume his foes.


Yortex of Doomis

jam and engines

his powers to wrench and

seize W as the telekine uses twisl the inner workings at the

awitchfire power with the

hearts of nearby machines. objwation Mechanicum is a malediction that targets


enemy unit within 24".

following profile:
a

single

\fhilst

the power is in effect, the target


6.

R*g: I
12'

l0

l?,,Ivp:
I
Heavy l, Blast':

unit must re-rollTo Hit and To lTound rolls of

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

is a vehicle (or vehicle squadron), each vehicle

has a Strength I

hit with the Haywire special rule

- in

allocated to it (roll separately for each).

this

case, the

template does not scatter.

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

subtract the target's leadership

awitchfire power with a range of 12". Roll3D6 and * the target unit suffers a number of
saves cannot be

ITounds equal to the result. Armour and cover


against Wounds
c

taken

ausedby

P sychic

Shnelz.

DOMINATB
The psyher reaches into his
soul and

VarpCharge

foe's mind, trammellinghis crushinghis wiIL to fght on.

;(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

single friendly unit within

unir

is invisible as long as the power is

in effect.

pass a leadership test each time

An invisible unit

has both the Shrouded and Stealth special rules.

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

forfeit and the unit

can do nothing that phase.

\Teapon Skill l. Blows made by, or agahst, non-invisible

;$+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

models in the same combat are resolved norma1ly.

HALLUCINATION

Wa4r Charge

Paranoia, confusion and panic are heightened to blessing that targets


a

single friendly

unit

a debrlitating degree as the telepath ahershis foes'

within 24". If the target is falling back, it immediately regroups.


then gains the learless special rule for
as

It

p er

epti ons of

re

ality.

long

as

the power lasts.

Hal\urinatton rs

malediction that targets a single enemy


(ro11 once

unit s'ithin

24". Rol1 immediately to determine the manner

ffi

PUPPETMAsTER
possesses

varp charge

ofhallucinations the target is suffering from whole unit).

for the

'the telepath : \*FV_I

his uictim's mind, controlling their

;Y |' ^ort.rnts, their aim and their trigger fngers as if they were marionettes.
PuppetMaster rs a focussed

D6 Result l-Z Bugs! I Hatc

Bugs! Sonelhrng

unspeahable has gotlen

witchfire power with a range


a

under the uictims' armout and hosbegun to crawl oround.

of 24". The target immediately makes

shoodng attack as if

The unlt is automatically Pinned, unless it would

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.

normally automatically pass Pinning tests or is locked

in close combat, in which

case

there is no effect.

3-4
TERRIFI
Euen the brauest of heroes quake
assails

Etmrnrn? All

se

nse of

urgency islost, and the befuddled

wawiors just stare listLessLy into space.The

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

You! You'te a Traitotl


immediately inflicts
at that models'
a

Paranoia

sets

in and

the pantched

wawiorslash out attheir comvades.Every model in the single enemy unit within 24".

unit

single hit on his own 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

o*n Strengths, but using the Strength


oftheir most

bonuses, AP values and special rules

duration. Furthermore, it must immediately take

Morale check.

powerful close combat weapons (ifthey have any).

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